#Fallout New Vegas
1 messages Β· Page 4 of 1
Thatβs exactly how I have mine setup to detect the material layers for a diffuse.
The diffuse name will always be a substring of the material layer.
I have it set up the same way but (1) tags are inconsistent because they're just copied and pasted textures.
Some are diffuse and some are normal.
And sometimes they're parallax too, because Todd has abandoned us.
I wonder if my USDA breaking the world map is what triggered the black screen Darian was encountering.
Oh yikes so apparently some of the normal maps even end in _n (1).
So ignore the LOD folder, got it 
Maybe before generating the USDA, run a script to just clean up this naming shceme π
I'm already doing a texture sorting operation in my program so it wouldn't be a stretch.
Could use something like powerrenamer on windows to mass rename them.
Well, since the normal maps are rendering in your windows explorer, but the other textures are just grey, I'm gonna guess they're using different DDS encoding settings. You could always figure out what that difference is and sort them that way
No the LODs just look like that actually afaik.
From what I can tell FO3/NV use DXT5 which is very compatible with everything, I have the Nvidia Texture Tools Photoshop plugin as default which always displays them correctly. Other formats like DXT3, not so much.
I have a similar screenshot of FO3, colors are all correct-- it's just the naming scheme that's maddening.
I have a feeling that eventually I'll have to use Omniverse to manually sort out textures that aren't loading because there's a good chance names won't be trustworthy between these either, like missing a space or adding a - somewhere in the name that wasn't on the other dds.
oh right, here's my usda writer
it is doing some weird stuff though where everything gets a bit shinier
also got slower now that it writes mipmaps, 18 seconds
WAit are we supposed to use em and m as metallics?
Deleted NVSE folder in data,now i can get in game w/remix
only xNVSE 6.3.0 (console) is loaded. So im dumb , dont know the Where JIP LN would go ...π (Same data folder?).
without remix Both xNVSE and JIP LN loaded fine
I thought they were related to cubemapping, but I know the game refers back to the normal alpha if none exists.
my impression is that the normal will control how rough/shiny it is, but the em/m will make it look more like the cube map, similar to metallics
Interesting. It may need some fine tuning in terms of how much you draw from the em/m, which might be something to perform on the em/m textures themselves.
Use mod organizer, way easier 
Also yes please use Mod Organizer 2, it works fine with remix and will save you so much headache
The whole matching based on suffixes is flawed anyway
so going to make a usda writer that incorporates pyffi
I assume that will compare the actual image data? That's a much better option.
also seems like roughness needs to be inverted, Solid alpha is shiny but looking through some of the portal files, edges of signs are brighter which likely means rougher
Are you going to do perceptual hashing?
what no?
I didnβt know what pyffi did and was taking a shot in the dark π
normal alpha is a inverted roughness iirc, and the _env/m is basically a mask for how heavily the cubemap shows.
yeah I don't feel like it's even loading the roughness textures, I don't get it, but I've swapped it for one that's solid black, and one that's solid white, and getting no visual difference
I though em was emissive?
Are you able to share the r mod usda youβre testing? I can check it in omniverse
too much terminology in 3D rendering smh
Doesn't seem to do anything
You need to capitalize the material hash when putting it in the USDA from my understanding
https://www.nexusmods.com/newvegas/mods/76374?tab=files best fnv guide for understanding how the textures work and stuff, guides O3A-C are for that
ah good catch, though I don't think that's be the issue, stuff like the normal map and diffuse does apply
Yes those are set correctly based on your path afaik.
I'm getting create installed at least, hopefully can figure it out
Just realized, any texture that's a quad can't have it's material textures applied without chopping up the quad first
how so?
now that is confusing, does it not support the diffuse and uvs being different resolutions? cause the vanilla textures have that stamp in the same relative location
Oh the diffuse is the one from the capture, haven't touched it
See JIP and xNVSE installed.For now Reloaded seems to be the problem(i have reloaded 3.4.1)
Don't bother with using mods like NVR or Improved Lighting Shaders, the entire graphics pipeline's going to get replaced anyway
with the game's original diffuse applied
Correct me if im wrong. I thought NewVegasRTXLight was using Reloaded for ingame lights to be translated.
so eth just uses the xNVSE (and jip ln?)
Reloaded was making the game render solid black for me anyway, and was messing with the window flags. I had to remove all the effect files and disable a bunch of various stuff in it's config
Ye i also removed shader(water) and all the effects , i tought there was something else "under to hood " in the mod that i dont know.
now to test eth w/NewVegasRTXLight v0.3..
very dusty in tabitah's storeroom
I am noticing a lot of [Warning] [omni.hydra] Parameter 'inputs:reflectionroughness_texture' of shade node 'usd::rtx_scope::/RootNode/Looks/mat_BEBE32D7E43461B4/Shader::::Z73file_3A::(path_junk)::Z58rtx_2Dremix::captures::materials::ZF2AperturePBR_5FOpacity_2Emdl::AperturePBR_Opacity(color,texture_2d,bool,bool,float,float,texture_2d,float,texture_2d,float,texture_2d,bool,color,texture_2d,float,int,int,int,bool,float,bool,texture_2d,::Z73file_3A::(path_junk)::Z58rtx_2Dremix::captures::materials::AperturePBR_Normal::normalmap_encoding)((421))' not available in the MDL representation.
Might not be a variable that can be set with the Remix MDL.
aaaah I'm dumb
"inputs:inputs:reflectionroughness_texture"
double inputs
oh and now the bridge is crashing
Division by zero in nvoglv64, uh oh. But it's from loading my reflectiveness textures
Egg sellent! , Still 7+1 lights tho.
yeah I'm going to revisit where the lights hook is at cause it doesn't seem to be in the right place
It could be caused by the fact Normalmaps are generally half the size of the diffuse .?
Nah, it's due to the lack of UV editing in OV. You have to make the normal quad match the cropped quad.
π© Damn there's a lot of quads especially for buildings and kits
Writing the DDS as DX10 format fixes this I guess
BlueAmulet, I updated to the latest build for the RTXLight plugin but the normals are still there? Is there a ini setting I need to modify?
I didn't put a setting for that one, what's the log say
Reading settings from D:\Games\Fallout New Vegas\Data\NVSE\Plugins\NewVegasRTXLight.ini
Saving settings to D:\Games\Fallout New Vegas\Data\NVSE\Plugins\NewVegasRTXLight.ini
Translate lights: true
Light mode: 0
Disable culling: true
Enable sun light: true
Use visual sun: true
yeah, no minhook errors, unsure
I do need to check with a more vanilla fallout.ini to see if there's other passes that need to be removed
issue, some normal maps lack an alpha channel, Pillow does not reflect this
Alright, fixed roughness not inverted, fixed normal maps with no alpha being too shiny, fixed the asset line for roughness, fixed the texture generation
Also I uploaded it to GitHub for version control https://github.com/BlueAmulet/RTXRemixStuff/blob/main/NewVegas/usdagen.py
Also it runs faster now, 18 to 13 seconds
a-ha!...seen et go upward 20 lights for a moment but et constatly bounces up and down in numbers
Performance is terrible outside / in certain directions but my CPU is old,6700k @4Ghz ,no OC no turbo. Could et be cause i installed NCM textures(they are pretty old tho from 2013).
it's likely just the fact that we turned culling off to avoid light leaks, so way more outside the camera is being rendered now, and you're also ray tracing
Ye way more likely those lights in the distance)tho i can see them from here. Interiors are smoooth
Makes sense why the cpu i strugling real hard. Now the emissives dont disappear when outside of screenspace. But still no direct lights in Vault 21 π (says 8 total) .The update speed of the light is atrocious.But when eths settles...
3080Ti FNV , 25Fps , no Arty racing....π
@hearty crane rtx.skyBoxTextures = 0xA101BC160F9A401F, 0xA8EEF498B9799592, 0x70FD819D34D66854, 0xF6329E764BD73AEB, 0xE1585117D4E0B6F7, 0xD9CE192F4BAE037, 0xD3BD65A7C94B4AAD, 0xC03567212C8098A, 0x40A50501BBD59548, 0x9FEDDD1F0D9CC630, 0xA243B41375A21BCB, 0x6827AEF437EB8EB8, 0xCACAF2D2FE12ED22, 0xD16D5508EFB08CC1, 0x3A15B2026469D1CA, 0x1E150DE322965FA6, 0x85011A990FA7FD7A, 0xD4EE97B1560D25E0, 0x98368B6751200F30, 0x16FF7421AA78A959, 0xA5573958A638336B, 0xB89D26463D62DFAA, 0xACDFADD0D2EBCB6, 0xC345697725EACE15, 0xB97C2EFC68044D1B, 0xDEBDD0BC51391A42, 0xA4D80D15B19F91BD, 0xA0CF7BBD64E13D4E, 0x6D7C91F952086F23, 0x4D21C792A0630FDE, 0xBBD36AE50E866D97, 0x12CCB88C2720DF21, 0x2C02BE5BD469FB8D
for the sky textures
Will try now...
what others?
what does stock fnv mean?
also nvse shouldn't cause crashing it doesn't really mess with shaders or anything so not sure whyt it crashes, it just messes with how the engine performs tasks and runs scripts, bassically allowing more then <whatever the script cap is> to be ran at once and also not crash, and fixes many bugs with the game itself (in terms of loading/unloading scripts)
so if it makes it crash then that's concerning, remix must be interfearing with the games code not just it's rendering api
When i started from FalloutNV.exe i think it didnt load NVSE script and the NVreloaded mod, but through NVSE_loader it loaded those.
oh
stock instantly crashes for me
like, with fonv it at least launches (crashes when going outside)
but stock is instant crash for some reason
Other problems like making the sky consistent in indirect lighting,too many textures to consider.Sometimes a gust of wind might be blocking the whole pipeline(when i got out of repcon et hapened)
aren't all games like that
also for the sky just set the sky texture as the skybox then modify it's emmisive value
or make your own
what version of remix are you on
and how do I get controls to work with fonv?
like I still can't do alt+x or even alt+tab or shift+tab
@little wave The issue with crashing was actualy cause i thoughs reloaded was esential,for converting ingame lights with blueamulets rtx mod(NewVegasRTXLight)
none of those work
what?
We dump the NVReloaded. not needed!
still get this error xD
oh I was never using nvreloaded
download this , paste in main dir.
I checked the pin and tried going to all the sites but my internet is litearlly 18 kb/s
it finally loaded
symbols or just the hack
Hack.if you already on v.0.2.0 AND DXVK-remix release 75, then you paste the hack over (main dir ,...again)
okay done
After installing [dxvk-remix-6b4fe7d-75-release]:Game setup->parameter tuning->ShaderSupport->
Use world transforms: DISABLED
idk what this is sopost to mean
@dusty lynx rtx.skyboxtextures =.... didnt help as is, probably cause i have some Texture as UI selected.
don't mark the sky as UI
oh maybe it's cus my controller
@dusty lynx alpha blended on?
@little wave Use world transforms=Not Ticked
no...Game setup->parameter tuning->ShaderSupport->
game setup doesn't exiest I don't think
About the controler, cant help you.Dont know bout that
Game Setup is a tab in the Remix UI
the only file that starts with a G is "GDFFalloutNV.dll"
Inside the remix menu
to get Alt-X working, go into your Fallout.ini and set bBackground Keyboard=0
how do I open the remix ui without opening remix ui though
oh.
I thought you where saying I needed to go to game set up to make alt x work
which is why I was confused lol
@dusty lynx uh, what do I do if that doesn't work
alt+x still isn't working
oh
@dusty lynx is this rtx.useWorldMatricesForShaders = False the same command in rtx.conf?
it's working now
yes
nevermind then...π

Alt+del?
do make it where I can see my mouse when messing with settings
or you see the mouse but you cant move?
like, my mouse doens't exiest in fonv
the option you said to turn off doesn't exiest
you dont have DXVK-remix #75 installed(meaning pasted in .trex folder)
https://github.com/NVIDIAGameWorks/dxvk-remix/actions/runs/5029160769
the release zip. 133MB
At least these instrutions are clear:
it does this for a while then says "failed"
I tried downloading it it just says "failed" or that the file is corrupt
Maybe your browser is blocking et
I don't think it is
as unsafe file.Just a guess
it doesn't say it's a unsafe file or that it's a virus it says that it failed to download or that it is a corupt file
meaning it's either my internet
or I can't access the servers to download the file
clear google download cache maybe
Yes, you have to loged in to github
or the size, my iunternet is 17 kb/s
yes
Turn off windows anti virus
it is off
and it's not saing it was removed or that it's a virus
it's saying either failed or the file is corrupt
like I said though it's probably the large file size
same thing happense when downloading itch.io games that are large
open it in different approach?
it's trying to download
it's not downloaded yet
oh
before it said "corrupted" and before that it said "failed"
when I tried odwnloading
but I tried re-downloading it
and it's still downloading
it's a pretty large file
at least compared to my internet speed
have you tried external downloaders?
I don't think that would help and I don't have any
it took 15 minutes to download the retroarch installer
btd 6 has been downloading for 2 days lol (it's paused rn though)
retro arch is like 200MB and btd 6 is 2gb
GitHub doesn't send the file size so it probably wouldn't help
bassically even if it does work we won't know for a while because it's a realyl large file
it's done :D
I think it worked this time ebcause I didn't get a "corrupted" error
so uh
how do I fix performance
@dusty lynx Works! π .Had this bright texture/layer marked as UI
RTX 4090
yea
I have a rtx 3060ti
@dusty lynx Did you manage to have a sky texture at the same time or just plain sky emissive?
and my gpu is running at 99% with dlss on performance and I'm barly getting 30 fps
I have a piece of e-waste RTX 3050, I'm getting like 11 fps
but for the most part it's mainly just all the alpha blended stuff causing the framerate to die, if I turn it off it runs much faster
idea 
wdym
also if I like, don't look at all the glitchy fuclky textures I get above 60 fps
in Alt-X, Rendering -> Alpha Test/Blending, uncheck Alpha Blended. Stuff will be missing like grass but it does run way better
I've disabled literally all normal maps and it's still doing this does anyone know wtf this even is
Install my RTX helper plugin it'll help get rid of those
this fixed that
like idk even know how
what is alpha blending
Transparent textures
translucent, not quite opaque, not quite completely see through
NVSE works fine, just don't use Reloaded
I don't have a nvse folder should I go ahead and copy+paste your folder or is their something wrong
Are you using any mod manager?
no
I only have nvse
I did launch through "nvseLoader.exe" or whatever the files called
If you really don't want to set up one, then the NVSE folder in my helper zip goes in the Data folder, but please do yourself a favor and set up Mod Organizer 2, cause there's various engine fix mods, engine extenders, and light placement fix mods that do benefit remix, let alone new vegas itself
also fine I suppose
I'd just follow the Viva New Vegas guide to get everything all nice and setup before getting Remix working
At least ets smooth sailing in (small) interiors
The trace is amazing but god do wee need better textures
And models
Example the door having the vent in it modeled out
Remix supports modern PBR format right ?
Does it support displacement?
not that I can tell
Hope it's in the works
you're supposed to just make a mesh that has it actually displaced and not a displacement texture
Having paint peeling and missing tiles displacement would be insane and help with flatness effect
plus we can't do mesh replacements outside of just replacing the .nif, there's no stable mesh hashes
Ya but that's more triangles and this aint nanite, would kill proformance
Ya that's what I meant someone updated models as standard mod then textures via remix
I have to wonder though, I think a displacement texture would be RT friendly
Sure remix supports them.but not sure bout Displacement or paralax etc.Im not an expert in any of that stuff.
From a proformance standpoint things with holes like the door can be remodeled via mod,
The tiled bathroom wall would be better with displacement
I use to make PBR textures in substance designer
inputs:diffuse_texture
inputs:normalmap_texture
inputs:tangent_texture
inputs:reflectionroughness_texture
inputs:metallic_texture
inputs:emissive_mask_texture
inputs:transmittance_texture
inputs:diffuse_texture
this is a list of the texture inputs in the dxvk-remix code
I'm thinking about doing it when remix is farther along
Hm never heard of tangent
Rest I know of
Also they shouldnl concislder texture packing it would mean less files to load
Emissive and metallic could technically be packed together
RGBA packing could save a lot of space and resources
the textures are already single channel anyway
Ya, but can you pack them?
why? it's still the same amount of space
1 file with 4 channels takes up the same amount of space as 4 files with 1 channel
My understanding from MC shader at least is it allows for better proformance since you don't have to load more files
Even unreal does packing
This might be the performance issue. Red is transparent as far as the PT knows.
I've tried for a very long time, disabling alpha blending does fix it but it also causing obects to disapere, hair to disapere, etc
image is sending
does anyoner know how to fix this
@simple gazelle as a texture artist (don't know much about remix code) does remix support or will it
1.displacement
2.texture channel packing (and would there be a proformance difference)
I know in some cases it is used, for Minecraft at least it was used to ease a texture atlas limit so curious if there could be a benefit here
And ya packing does increase proformance in other situations so could maybe do the same here
It reduces draw calls in unreal
I don't think texture packing would help here.
If it reduces draw calls or from my reading state changes is another thing it could help with
The biggest draw call in our situation is the path tracing itself. You can optimize the materials used in the path tracing, but texture size doesn't do too much afaik to increase speed.
how would I install this using a mod manager, if that's needed?
also in data folder I only have a "nvse" folder not a "NVSE" folder.
also IU keep getting this in vortex
Not to worry about size ya but more so amy proformance that may be eeked out reading stuff now but apparently there are some operations that could happen less with packed textures
This game would actually run pretty well path traced tbh. The biggest issue it thinks so much of the surfaces of transparent.
Ya, as a side note my thinking in posing the question is if we don't do this in remix to see if we could some other games could possibly benefit from it as well and it is a fairly common practice in newer games
I also like packing since it just less files to look through
Granted that's opinion
I mean... after installing the remix helper thing @dusty lynx it somewhat helped but whyt is it so dark?
if I keep the emmision on it's brighter but I really hate the way this looks xD
I got some bad news for ya ...
That's about as good as it looks
are all lights ray traced?
The paths do be tracing
why is it now a horror game or smth xD
That's a feature, not a bug.
Obsidian getting revenge for that metacritic score
i really want to play with it. but i am not sure if all of my mods will work with it
tbh its a crime that FO3 has the highest metacritic score of all BGS games.
turning off volometric lights makes it look so much better
Absolutely
I mean, I like the game, but its not the best of all of them.
oh cool their slgass over the vier tester macine so it's blured to shit
also this reminds me, I only have certain settings in the rtx.conf, if I run the game and then save, no changes, it makes changes to my file
but not only that but if I use the reload button in my version of dxvk-remix (reset + load), certain settings go away and don't end up being wrongly saved to the file
and what's up with the textures doing weird things
remix doesn't properly read normals from the game's meshes yet
To be clear soph it's nowhere near ready to be played with unless your trying to fix issues
If your looking to play the game right now this ain't it
so we are at alpha now?
mostly looking for screenshots xD
oh I just noticed that emmisive textures aren't emmisive
like the windows in the base game are emmisive
Believe that emissive lights and stability are the big ones
but with remix they aren't
true it looks really good even at this point
Ya think mark said something about not thinking this was going to work for like a year
This is like 1 month in lol
he said that it wouldn't work at all if i remember right

well with remix working rn you can just capture the scene and then convert it into a thing that unrealk engine can run and make your own unreal engine fonv nvidoe on youtube xD
when you capture the scene to use in omniverse
you can take the scene and make it a fbx or obj I think, then run it in other game engines, it wont' have scripts or anything but youll have the models + texutres meaning you could make one fo those "skyrim in unreal engine" videos, which already rip the assets using third party apps.

not that I can or will do that (unreal engine won't launch for me) but it's smth that's possible
can someone please help with cortex
how the fuck do I have 0.0.0.0
and this still is being stupid
I also keep getting this I literally disabled my firewall
I don't think this is the place to get help with that kind of stuff
Ye cant use interior lighting overhaul with remix
Has its own shaders
use mod organizer 2 it's a lot better
how large is the file size
if it's over 1mb then I probably can't get it (to large, internet is slow)
jesus fucking christ that'll take like hours to download, you don't have a smaller one?
it'a 88 mb
nope
:(
rip
That means something is effed up.
I asked chat gpt (ik cringe or whatever) and it says that's 1.47 hours
oh thank god my internet is actuilly going fast atm π
It does mention it could just be that it can't connect to the internet.
yes but my internet is working
just 23 minutes till I can use a mod manager 
i am guessing that it don't like the internet speed
well
I don't have the money to pay for a ISP building + cabling + trenching _+ everything else
cus that's over $100,000

also
it's worked before
so idk why it doens't now
their aren't any broadband cables or ISP for over 10 miles from our location,
and they won't be here ever either, like when you call them they literally say they do not plan to service our area any time in the future
theirs only ONE brand of satalite that we can get sense their is so many trees and it's viasat and they charge $120 for the lowest package here (their website lies and says false prices when you actuilly get the internet the lowest package is $120 the highest is $250)
the lowest package is up to 10 Mbps with a 1gb cap of high speed data after that cap is hit it gets throttled to hell

Maybe go to a library and download it there?
I'm not walking over 30 miles
and I can't bring my entire pc, with me, over 30 miles away, by walking
and I don't think they allow that either way
what you have caps?
even the $250 one has caps
it's capped at 10 GB
btw it's paid monthly
it's called living in a rural area (arkansa, usa, specifically live outside of any town or city because my parents "love privacy")
and also also called being poor
i don't know if i have a cap
because not everyone can afford to live in some nice town or some city, and not everyone can afford good internet 
Bring a flash drive and download it to that, thatβs what I used to do.
my family is disabled. I'm not, but they are.
I had a job but it wasn't enough to move or anytrhing 
i know.... π
plus I'm only 17
New Vegas
I'm still not going to walk over 30 miles
and
I still get that damn sky dome when in first person.
Are you using the .nif replacement?
like physically?
yes?
No, where can I grab that
like they leally can't get a job so the government gives them $1,200 a month
and ofc free food from food banks and stuff
damn sorry hope it gets better
It removes the atmosphere.nif which is currently texturely unstable in remix
cus, joey doesn't always stay here but does a lot
@little wave not to be a big ol meany. But can you take this conv to #offtopic This is for New Vegas discussion.
sorry if we are going too off topic
I also grabbed the vanilla Fallout.ini and was getting a few more normal maps, so will try to get those blocked out by the helper plugin
I spoent that time... downloading a fucking installer...
oh it's done
fun
okay I'ma test fonv now
Was disabling the normal pass at the renderer level not working?
there are a lot of various passes
I think Kim said that's the MS store version which has a different executable, isn't compatible with NVSE, and had a different file layout
This version doesnβt work with nvse and thus all out mods afaik
ahhhh ... ok ill delete et
I could do an apitrace and give you the order theyβre in if that helps.
it's still good I guess but it'll itself needs some work
doesn't, I just need to figure out what the pass numbers are and then add them to the hook
What gpu do you have?
rtx 3060ti
Its path traced baby (puts on sunglasses)
that shouldn't make it run at 2 fps
inside it doesn't run that bad and no other game runs that bad
cyberpunk in 4k with overdrive mode (which is also path traced) gets higher fps
It's a still-in-development runtime that (a couple of a weeks ago) was not thought to be possible with Fallout New Vegas. Give it time.
P.S. I was partly joking there, I have no idea if that is reasonable or not.
so a 3050 is better then a 3060ti? "Because it's a in development runtime"???
because people ona 3050 here are running it much higher then 2 fps
and again, it's only this game and it's only when outside
theirs also no sun, and textures seem to be broken
you may have other issues that is causing the performance loss combined with RTX Remix
If you're expecting anything above 15fps you're in for a bad time
2 might be exceptionally bad, but getting above 15 on middle end hardware is slightly too much to ask for with a alpha version of something to add path tracing.
Im getting 7 fps outside , 3080ti tuf oc.
In that case, it makes sense the 3060ti gets 2.
then why does half life run at 120 fps
like literally ever other game with rtx remix runs perfectly fine
noramlyl at above 60 fps
it's specifically fonv and specifically when outside
its the CPU, or more precisely the anti culling from NewVegasRTXLight v0.3
Can't compare, not apples to apples
my cpu is very old
yeah rtx remix comapred to rtx remix is sooo not comparable duh
also wouldn't a 1060 be "middle end hardware"
and like a 710 be "low end"
@little wave Try DisableCulling=False (go in data/NVSE folder etc..
With RTX Remix 0.2.0 as an open source in development runtime on a DX9 title that should not have been possible compared to DX8 fixed function titles that the runtime is written for. Of course you can't compare apples to apples.
wasn't there a mod to completely remove culling? i think it was posted here
Thats the mod, thats why the fps is so low. CPU is strugling even in raster mode.
when ets =True the game doesnt cull anything so thats a lot of load on the CPU,
ets OPEN WORLD.
aaa
getting above 15 on middle end hardware is slightly too much to ask for with a alpha version of something to add path tracing.
okay so half life isn't using a lapha version of something to add path tracing to it, right?
I don't know what your expectations are from us but I don't think they're quite aligned with where we're at..
On another note: Does anyone elses game crash when autosaving?
i think it's also using 0.2 remix. so still, an alpha but it's a different thing anyway
I got other problems like ...pip boy is on another layer and if i enable that layer the sky is no longer emissive...and then the bigger problem , suddenly the sky turns RED. cant change et w/reseting volumetrics or indirect etc..
the reasoning for it lagging was
"getting above 15 on middle end hardware is slightly too much to ask for with a alpha version of something to add path tracing"
meaning that if your using an alpha version of something to add ray tracing you should not ever get abvoe 15 fps.
BUT EVERY OTHER GAME that uses the "alpha version of something to add ray tracing" runs fine.
meaning they aren't using an alpha version fo something to add ray tracing
Meaning remix isn't an alpha version of something to add ray tracing
which means that I'm not using an alpha version of something to add ray tracing, in fonv,
meaning the original point is invalid.
it's a contridiction and a paradox
it's impossible
was this in regards to the Epic version?
yeah
even using the remix from portal works or using the 0.1 and 0.2 versions work to
meaning that the original statement IS NOT POSSIBLE
remix isn't even offically released
and?
the statement was, and I quite literally by COPY AND FUCKING PASTING.
getting above 15 on middle end hardware is slightly too much to ask for with a alpha version of something to add path tracing.
just because other games run better with remix doesn't make remix any less alpha ...

So I'm guessing I can't slap this on my heavily modded game rn
unless, half life 2 and 1, don't use "a alpha version of something to add path tracing", it's invalid and stupid
Ok cheers
please just stop
I'm not saying it isn't alpha
You can try but it's going to probably be a disaster.
stop what?
they LITEARLLY FUCKING LIED and said really really dumb things about remix
I'm not saying it's not an alpha
I am saying that it runs fine on most games
it's SPECIFCALLY fallout
Please don't be over the age of 15
so no "getting more then 15 fps" is not asking for too much
I'm 17 and why does it matter
You are being immature
I'm not
I'm trying to prove the point that it's quite literally impossible for the statement to be true
like their is no possible way for it to be true
and it is testable
yet everyone is acting like the ubsurdly stupid impossible dumb statement is fact
@little wave if you wanna debate this, move to #offtopic please
people clearly don't want to discuss it
and? it's not offtopic
Its early days, come back in a week 
moving something to offtopic should be because it's off topic not because it's on topic on topic bnelongs in the on topic channels not in the off topic channels
you're continuing to maintain a discussion people aren't interested in, and you're pissing people off. so it's either i ask you to move or i potentially mute you, which i didn't wanna do
@dusk rock https://webcache.googleusercontent.com/search?q=cache:3B-atREWZ5QJ:https://www.nexusmods.com/newvegas/mods/81281%3Ftab%3Dposts&cd=2&hl=en&ct=clnk&gl=iq
cache works just downloaded it
oh, nice
Oh wow this really does make it struggle with the CPU. Congrats to Blue Wall for making the game CPU bound again. 
i saw in the xnvse server that a nexus admin had commented on it, and Stewie got concerned and took it down for a bit
Wall made the patch not me
I fix with some white out 
I'll have that setting disabled by default for now I suppose.
I'll get that trophy rewritten as well.
i want to clarify that i have no problem with you expressing your opinions about Remix. it's just the way you're going about it that's the issue
Also struggling to block the normals, I did an extremely large range of 100 to 480 and they were still there. I know some ini setting does help cut down on them so I'll remove the ones I see with them and then figure out what ini settings also help
i can't select the files tab
any larger of a range and the game does start crashing
is it ok if I just send the file here?
Is it a patcher or the game's exe?
should just be a patcher, but it was removed for a reason, probably safe to just wait
patcher
Oh boy bitcoin mining with my rtxremix
But once those emissive rays settle...ets a picture π
I'd add a warning that this may have a virus
what makes you say that?
that xdelta patch is nearly as large as the entire falloutnv executable compressed
I thought stewie said it was a modified version of the GOG exe?
i would have sent the cdn link but it uses my public ip so
mm i'm split on this being distributed. he took it down for his own safety, so i'm gonna have to say we shouldn't have it shared here
which sucks since it'd enable a lot of people to use that copy
they're figuring out a better solution anyway it's not gone forever
np
I might as well grab the Epic version anyway though I'm curious
ah, the Epic/MS executable is a lot larger than the Steam/GOG one
Maximum effort

So now not only do I need a 4090 for the gobbles of VRAM, I need the i9 to run without culling
Yep
Who knew New Vegas was so demanding
The VRAM did went up but must be cause i added hd textures from F03 pack (preserve discarded tex is off) . Went somhwere in 8gb region
@jagged chasm did you end up setting up that file package?
Which one?
The epic one?
no

OH
basically the remix files and config pre-made for NV
I have not, I'm getting ready to make pancakes right now so it'll be bit before I can do that.
Is there a way to share a whole MO2 instance?
Or is it as easy as giving ya'll the folder and it picks it up
i think so
if you have a portable install of MO2, everything is stored in that folder (including mods)
yes
you should be able to just zip it up and share
or this
I can give it to ya'll after I have my breakfast for dinner 
i haven't had much luck using this method (distributing the mod folder only) unfortunately, but it may work here
oh, the mod limit fix mod is what was breaking lStewieAl's Tweaks for me
Had an older version for whatever reason, updated it and now I get a CRT not initialized error, so that's cool, I'll just not use it
nice
how do i make it look like a non ps1 gmae xD
stay indoors lol
I did the NewVegasRTXLight.dll thingie and my fps is still 3
[NewVegasRTXLight]
PassLights=True
LightRangeMode=0
DisableCulling=False
SunLight=True
VisualSun=True
the ini
how's the CPU usage?
I havent tested my self. I thought et should help.Did you restart the game? did you change et while ingame?
no I closed the game changed it and re-opened it
well, the GPU usage is still very high. at that point it does seem like the GPU is responsible for the performance
logically though it seems like the game's configuration currently is at fault and is putting too much load on your PC for what it's doing
so i'd suggest just waiting and seeing if performance improves with further community work
All i know after i got et runing with that file things got really bad, Vault 21 wasnt strugling at all before. now ets like im outside
hmm
soph how much vram do you have?
it's not constant either
8gb
vram I mean
it's like.
"stuttering" but the opisite
sometimes it goes up to 30 maytbe higher fps
but for a few seconds
so it's just even more confusing 
i know this is a stupid question, but have you restarted your PC?
yeah
disable the reflex(above dlss/nis etc.. options) just in case
wow I got 15 fps for a few seconds that time xD (like without it dropping)
why?
I'ma try restarting my pc again sense I haven't done that sense installing the mod
might cause unnecessary stutering or whatnot
Think there is a mod for this
i think it's part of stewie's fixes?
There is alot of testing, trial/error in this rtx remix stuff
If I remember right auto saving used to cause crashes so there is a save management mod
does this work with xnvse/jip/jg script mods
it should

@mighty topaz Yes. to have Ingame's light sources path/ray traced these are mandatory
ima test
i'm never going to test any of this just like to watch
Same 
@mighty topaz if you want to add emissive manualy only you can do without xNVSE etc..
@little wave wanted to point out that while it is the same tool used in multiple games the reason it's not an apple to apple comparison is that game developers can often use very unique and hacky ways to get stuff working that suits their games needs and that it can be something not found in a lot of games and is hard to account for. An example I believe (not 100%) is UI being in world and how sky rendering is arround the player. Additionaly remix was not supposed to work with games that have some of the unique shaders that FNV has, lastly we have to disable culling and do it through remix Wich I'm sure the ancient ass game engine is just SO HAPPY with. So proformance could be 300 fps in other games a week from now and we could still be lucky to hit 40 fps outside
Didnt you have 3080? or you just busy
Seeing as remix is very invasive they have to make it as versatile as possible so they essentially have to find out wonky ass ways people made games and plan for it
Fuckin hell Bethesda doing another Skyrim update
Fuck off Bethesda stop breaking mods
lol
this is why fnv always wins

funny how they even updated fallout 3 recently
no nv
Love their games but anytime they want money from mods they do more harm then good
Yes I was joking 

ar so it crashed
"Run through the settings and turn off all shaders, reflections, special effects, and shadows."
is there more detail here or i just guess
Uh I posted my inis earlier here if you wanna just copy them.
sure
does 1080ti even support rt?
lol no
do it need the 2000 series card and above
i mean it can
jsut runs like ass
GTX Remix
I hear if you try it on a 490, it really does turn into a grill.
GT Remix, for that sweet ol gaming on a 1030
there is a 32bit d3d9.dll, this is a bridge between 32bit and 64bit d3d9. And then there is a 64bit d3d9 that is the actual remix runtime
The bridge allows to add high quality textures and meshes to a game without hitting against the 4GB address space limitation
hey thatβs pretty cool
If the game is 32bit, then you just extract the entire remix package into the game. If it's 64bit then you only need the contents of the .trex folder instead
Honestly think people hitting the 4gb cap was mostly hd stuff so "probably" don't need it but at this point there are some large mods and TTW so might be worth looking into idk of heap replace is compatible
so i need a rt card that can build the rtx remix content , but i can run the mod files with a 1080ti. damn looks like someone else will have to test this

ttw is worth it, it would basically elimante the need for remix debugging fo3
Ya though I think NV does some interesting things
can apply further mods to get the original experience
tldr how i run fnv with remix
just send me your 4090 and ill do it for you
pins
dm ur address
real
just gonna pin that separately too
it's linked in the first post though
hmm so mods still works?
? hi?
like high res bloom, real time cubemapping
fuck that shit im talking about real mods
like tits and gun
mainly my guns
He has been summoned
Mark, can you make the rtxmenu nvidia green
yes
everything should work except i think graphical mods never hurts to try
textures should be fine?
Yes.get your VRAM ready
probably yes
the guide says this:
Avoid installing any mods that enhance the visuals of the game. These may or may not cause problems with RTX Remix.
i agree with it. basically anything that could increase load from the game isn't a good idea right now
textures should work but will probably cause it to be more unstable
Hey mark I had a question about textures for you up above
Feels weird seeing people use my guide 
well, you're purple now
Oh shit
people will use it π

i changed the order of the roles, Developer being the top one now
This one

for 1 if you mean like displacement through normal maps or whatever texture map then yes, if you mean like physically altering the mesh idk about that
well i cant get any more vram
More so the packing
so worse case ill just turn off some mods
ak 50 go WRRRRRRRR
wow, that's a long way up above.
- Displacement: no. no plans to right now, either.
- textures are already packed optimally for the way we load textures, as I understand it.
So no need to rgba pack textures?
Aka roughness in r channel metallic in g ect
basecolor and emissive are already rgba. The others are compressed in ways optimized for 1 or 2 channel textures
Emissive is RGBA? Not grayscale? Hmm
I have no idea what I'm doing
haha. reminds me of recoloring command prompt
Apparently ImGUI::setupStyle in dxvk_imgui.cpp is where you can set all the colors, but imgui has a huge list of colors and I don't know which fields change what
Ladies and gentlemen: RTXRemix 1.0 right there
tried a few different background fields and the only one that worked was ImGuiCol_Tab
ImVec4(0.39f, 0.61f, 0.f, 1.0f) seems to be nvidia green though, if you want to mess around with it yourself
what is that? lol
No you've achieved the peak, any modification to it would be downhill 
i can't recall what i did when i customized imgui before
Hey mark sorry if I'm mis understanding
In Minecraft maps are packed like this
https://wiki.shaderlabs.org/wiki/LabPBR_Material_Standard
Is this already done in remix or not needed
This is a standard covering the material data storage using only two textures in resource packs, as well as the decoding done by shader packs. They can use this data for physically based rendering (PBR), but be aware that normal and specular textures themselves are not directly related to PBR in any way.
I believe we're restricted to the Aperture MDLs that are in the capture folder
Sidequest: make it look like a FNV UI
My settings if you want to recreate it:
I'm familiar with texture packaging. But we have a kickass set of rendering engineers on this team, and none of them ever requested we pack the textures, so I have to assume it wouldn't make a perf difference
I see you're a man of taste with your K&R style of indentation
so its not needed - just make sure they're compressed to DDS using the right commands and you're good
Ok cool sorry for not understanding earlier now I know my workflow
Ooh, you know I think I'm going to need to do some research on IMGUI. It'd be a nice little flavor to the mods I'm working on.
Oh thats what the ocornut part was from
I'd love to have some really sleek menus for Hitman and maybe a grungy metal one with glowing lights for Anachronox.
someone used it for a Barnyard mod. it works really well as a mod GUI
the imgui repo
I just follow coding standards of whatever code I work in.
That being said, I don't recall the last time I had to work on code with next line open braces. who does that?
Autodesk 
welp, glad I don't work there then π
alright, wrote a bunch of untested code lets see if it A works and B works better than what I was doing before

it crashed
ah huh ... the hook where I have lights being sent to remix says it's finding like 40 lights, but remix only says it has 8
Hm maybe that's what Drako was talking about
interiors had same 7sphere + 1 directional , but otside...crazyness
Bouncing between around 10 and 20....Rapidly
Wonder where itβs getting limited.
D3DCAPS9 MaxActiveLights is 8?
tried setting d3d9.maxEnabledLights = 64, cap reports 64 now but remix still only reporting 8
constexpr uint32_t MaxEnabledLights = 8; π€
Mark pls
that's probably from vanilla dxvk
Likely, I'm surprised it isn't a config option
and now the lucky 38 is reporting 124 lights
btw that Epic patcher does work perfectly for xNVSE
i did also find the link that Nexus has up for it (without any personal info). it's their archived version of it. i don't know if i want to share it though
what
sphere?
In DXVK or Lighting statistics?
that's the remix ui
Now my math minor may not be a whole degree but this doesn't add up
But yeah 37 is what I was expecting
is there a light type that's not reported in the remix ui?
well, 38, cause sun
I'm only giving it one directional light and new vegas only supports point lights
ah
So Vault 21 should have 20+1 (joke)
@jagged chasm did you send that email or was it a joke?
Little bit from A, little bit from B...
sorry for the unrelated question, but has anyone in here tried TTW yet?
I think Darko has
@simple gazelle Found out that, D3DCAPS9 MaxActiveLights by default is only 8, d3d9.maxEnabledLights can change the caps, but otherwise doesn't do anything. In d3d9_caps.h there is a constexpr MaxEnabledLights also set to 8. Increasing this number to 64 did successfully allow more lights to be passed from New Vegas to Remix
i had(i have pics in showcase) but not with these new files(when the vertex wobbliness was a thing) . Currently cant try FNV/F03 not connected with TTW/ModOraganizer2
I do have an alternative idea for how to get more lights into remix without modify dxvk-remix
huh, that's in the remix codebase?
it comes as part of vanilla dxvk
you should submit an MR turning that up to 1 million or something
or at least driving it from rtx.conf
Gotta push the ReSTIR to the max
I need the strip looking fancy
Thinking about it though it is partially my issue, I don't have to have all the lights active at once, I can have lights activate and deactivate as needed per draw
well, it'll probably need profiling, but it should be really cheap to just send tons and tons of lights in the Remix side of thing
I should really run nsight on new vegas to see what's the root of the low fps
P.S.: If you help us, someone will make Fallout 3 work with path tracing and then it'll still be better than New Vegas, just as it should be.
Todd will have to help us now. π
This
Jokes aside I think it'd be awesome if he responded to this.
God imagine if we got the dev tools instead of the gimped geck
I thought about reaching out about Redguard but I didn't have the guts. π
FWIW, GECK is so much more than most games ever get.
Yet it's still a massive pile of shit
Legally I doubt they'd ever be allowed to put out the full SDK due to the third party libraries in use.
Without geck extender it's very hard to use without crashing
Yea
Gamevryo uses a lot of third party plugins
That's also why Unreal Engine only went open source with UE4, and most game engines competing can never even consider it.
I think Tim Sweeney has said that they wanted to release UE1 at some point but couldn't because of third party libraries.
Even the first doom engine wasn't fully open source
It used third party audio plugins
X ray engine tho everything is open sourced
Stalker engine
Crazy what people have done with that engine
I think the devs behind sims 2 want it open sourced but EA said no.
Leak it
No leaks, have to abide by the rules 
Real
I asked Todd nicely to help us
I have fnv source code
That's a great way to make sure you're never trusted in engine programming again.
Nothing is ever leaked out of Bethesda
also don't discuss leaked code here
It's cool to see it as a viewer and a fan, but yeah, would never ever recommend someone go that route.
Real
Lemme leak anchorlights code: https://en.wikipedia.org/wiki/Indentation_style#Allman_style 
The other issue is if they were legally within total agreement to use and distribute those materials it would be one thing, but these licenses were signed... 13 years ago? Probably older than Oblivion in actuality, so more like 18.
Even havok stuff for creation engine is super grey zone no one talks about
because havok is mostly animations
I imagine Havok is more open with their technology now. Most of the agreements with Oblivion, Fallout 3, and NV were probably put together in the 00's. It was a different time in gamedev and Blitz3D and the like are nothing compared to the suite of tools Unity, UE etc. provide to just about anyone with a decent computer now.
@peak heart WAKEY WAKEY
Can't wait to see his PC explode
Would rtx work in the geck?
The real time game window
remix worked in oblivions tes contructionset so i dont see why not
I mean ui wise
errr
not really
has dif things in nifscopes settings
opening the nif
because of dismembermant
Yes itβs accidentally injected when Iβve opened up it to look around.
There is a mesh from oblivion randomly the thr game files
todd who
Last well written Bethesda game
building a nightly with the increased lights limit
we love 4x the size
what about 16x the lights
I read that in Toddβs voice
Can we climb that mountain in the distance?
Not if the mountain has a vertex explosion first. π
Essentially the reason it is archived is that it may have issues that it essentially strips the DRM of the EGS version of the FNV exe, so arguably its an unintentional cracking tool.
yeah
lol

does bethesda games even have drm?
yes
Not everyday you accidentally crack a game.
their dlc sure doesn't 
Steam copies have Steam DRM, EGS copies have EGS DRM.
The drm is only in the exe.
only deunvo drm matters anymore, everything else is cracked instantly
Its mostly to access achievements for that platform.
GOG's version is the Steam version but with a dll to emulate Steam's api.
they've had it for years now
there's just a ton of games published on there that don't utilize it
Does it have an always online requirement too?
I remember buying Final Fantasy 7 Remake for PC (bad idea)... it uses EOS to do an online phone home and forces you out of the game if you're not online.
GOG version is 4 gb aware
otherwise same
ah, so that's what GalaxyWrp.dll is
now I'm kind of curious what lStewieAl did for the steam wrapper on their Epic patcher
Take GoG version of exe, make delta patcher to turn EGS to essentially the GOG version but also remove Steam DRM so they wouldn't need the steamapi emulating dll.
Yeah I saw that
So, yeah, you can see why it got taken down.
He did say its possible he could find out a way to reimplement EOS drm, but that he doesn't want to do that.
i don't think so
Guess that one was just Square being Square then. π
can't use any mods without downgrading it
@summer cargo https://www.pcgamingwiki.com/wiki/Store:Epic_Games_Store
details about their DRM
You can use any mod that does not require NVSE.
which would be very few
There are many mods that don't require it.
For the purpose of this argument, the top two most downloaded FNV mods don't require nvse.
And most mods aren't those.
YUP does not require NVSE.
yup
idk to make a modded nv you need script extender mods
just how it is, otherwise you are missing out
im sure they'll find a way
i mean the base game is pretty okish
While there are many good NVSE requiring mods, its heavily exaggerating that you can only mod the game with NVSE.
got it loaded in game working fine
lose like 100fps
but nothing change game still looks vanilla
No I'm going to sleep
You can get pretty close to something like PBR when these things are used in clever ways.
Take a look at this Power Armor retexture mod:
https://staticdelivery.nexusmods.com/mods/130/images/74786/74786-1658074616-1643367630.jpeg
It seems like it should just be a matter of figuring out how to translate those to RTX properly.

@dusty lynx i have everything loaded in game but the world transform part isnt in the menu
You have an older dxvk-remix then
Sorry GitHub only
wheres the download link
we cant dl it
The release artifact
here?
cant click
Yes, extract into the .trex folder
not a link

you need to be signed into an account
can u post to mediafire
I am in bed my computer is off
ok









