#Fallout New Vegas

1 messages · Page 5 of 1

peak heart
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sorrry

mighty topaz
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what do you have to click in menu

opal crystal
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capcha?

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Are you sure you aren't a bot if you can't beat a capcha?/joking

mighty topaz
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amazing

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it was a joke

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dw

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we in shadow realm

peak heart
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seeems though the game just see all texture as "UI" so its was an interesting test

keen niche
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Oh no, that's probably because the Alpha channel of normal maps is reused, huh?

hearty crane
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@mighty topaz alpha blended: off

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@mighty topaz From blueamulet's post:
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

Go to rtx.conf(main dir) and paste all this

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have to restart the game ofc.

dusty lynx
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nice, the bridge issue is fixed in a nightly now

hearty crane
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@dusty lynx So instead of the hack AND the dxvk-remix ?
This contains both?

dusty lynx
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no, that is just the bridge

dusty lynx
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She's looking a little different

hearty crane
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T1001

dusty lynx
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same stuff I've been putting here just in an easier to find location that can be updated

jagged forge
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I believe I followed the guides completely, including using the latest RemixStuff from the message above, but I'm getting this

dusty lynx
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Set [Display] bDoSpecularPass=0

jagged forge
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Heck yeah, but there is a vault boy face in the sky haunting me :D

dusty lynx
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The rtx.conf in that repo should have all the ui textures marked already including that face

dusty lynx
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ah, that was the texture that was breaking dialog ... that'll probably need some kind of patch then.

hearty crane
hearty crane
dusty lynx
hearty crane
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I knew et removes some glass pitchers / t-rex dolls and so on.. but i didnt think specular is the same as normal pass

dusty lynx
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There, added some performance tips like the culling option and alpha blending to the page, and fixed another UI texture causing rasterization during Doc Mitchell part

dusty lynx
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oh nice at some point the pipboy seems to be working

jagged chasm
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It started working on mine prior to the update peepoG

ornate marlin
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The light or using it?

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Got a screen?

jagged chasm
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I posted a video a few days ago

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There’s a texture that gets all the icons and text written to it that needs set as UI texture.

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The pipboy light works with Walls mod

dusty lynx
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Damn parsing nif files is slow.

jagged chasm
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Nope all PTd but it’s way over exposed.

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I think I wanna try getting the emissive textures assigned this weekend.

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Non automated cause I feel like it ends up breaking it somehow

dusty lynx
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@jagged chasm tell me if you figure out how to get it actually working in a usda, cause my emissive maps still don't work

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also fun flaw with making a usda based on the diffuse, some meshes share the same diffuse but use alternate everything else textures

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like two lamp nif, same diffuse, but one has no glow texture and one does have a glow texture because it's lamp_off and lamp_on

jagged chasm
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Yea that’s why I’m thinking starting to think we’ll have a general override for the typical stuff and then have to do a lot of texture assignments by hand.

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By the way, do you use IDA Pro or Freeware?

jagged chasm
dusty lynx
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You'd want to use UI for glow textures? plus can't really toggle it back off so anything else would be force rasterized

hearty crane
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@dusty lynx Think he meant World space UI = Emissive , not UI textures

dusty lynx
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the glow texture isn't the main texture so that doesn't work

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The normal map is also the environment mask?

jagged chasm
hearty crane
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my mistake

hearty crane
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There was the o2 UI in da sky.To remove et mark as sky tex. If marked as UI then the interiors(at least the apartment on my left) is rasterized

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Better performance too with the latest newvegasrtxhelper(newvegasrtxlights)

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But the Sun disk is not visbile(checked the ini , VisualSun=True)

jagged chasm
hearty crane
dusty lynx
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otherwise the lighting is kind of noticeably jank, and apparently vanilla FNV has that issue as well, it's just less noticable

jagged chasm
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I have these two textures as world ui rtx.worldSpaceUiTextures = 0x5F6F85D5038CC51F, 0xC22B26934294C233

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I believe they are the ones that allow you to use the pipboy and terminal while maintaining PT

dusty lynx
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also uhh, in order to restore the game's post processing for now, I've taken to just marking the underwear texture as ui, cause I just coc'd to a location instead of starting the game, so I have no clothes lol

jagged chasm
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I'm getting 40fps outdoors now Pog

dusty lynx
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also confusingly ... I notice some of the stuff that's gets removed when I uncheck Alpha Blending, is marked as Alpha Tested in the .nif

hearty crane
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Two times now i get not necessarily a crash but the game freezes suddenly(after a while) , no responding.

dusty lynx
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Same, I think it might be from the bridge, newer bridge doesn't immediately crash but I think it deadlocks after a while

hearty crane
jagged chasm
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CPU: 12th Gen Intel(R) Core(TM) i5-12600K

hearty crane
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This smoke marked as UI brings back the Yellow tint and makes the smoke normal/rasterized.

dusty lynx
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@brazen oyster What scenarios does your Alpha Rendering Tweaks mod fix the alpha blending state being wrong?

hearty crane
dusty lynx
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ah yes

dusk rock
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that's amazing

hearty crane
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Wow...Pipboy light , no fallback light now 😁
Light pretty weak though.

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@dusty lynx Also important, Now im ingame maybe hour if not more. With your previous hack [remix-mbc_hack]

hearty crane
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Changing sphere light fixed radius made et non-responsive

mighty topaz
dusty lynx
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I'm thinking that the direction light intensity also needs to be reduced, and maybe the sky brightness

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everything through remix has been way brighter

hearty crane
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on Sky emissive i dont go over 1.3

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Im mainly leaning on eye adaptation

keen niche
hearty crane
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I dont know anything bout programing

keen niche
keen niche
hearty crane
keen niche
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Do you think the light needs to be brighter, just have a larger radius, or what?

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I don't know how real lights function.

dusty lynx
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I believe both would have the same effect in this case

keen niche
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Aaaaaah what the heck? The RTX light .dll is still setting all the options to false!
I've even tried marking the file as read-only, and it still does it!

dusty lynx
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yeah that I don't understand, lemme send you one with some debug stuff

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just show the NewVegasRTXLight.log it makes

keen niche
dusty lynx
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in the Fallout New Vegas folder

keen niche
dusty lynx
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the fuck?

keen niche
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😢

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It should still work even though MO is virtualizing the folder structure, right?
Especially because it's still setting the options to False again in the file!

dusty lynx
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yeah but, I changed the lpDefault to "Gone" for the log, so it should either be what's in the ini or "Gone"

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I have no idea where "DUMMY" is coming from

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now I'm curious lemme make that buffer larger

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Either way though something's breaking your GetPrivateProfile functions, not only is it wrongly reading DUMMY, it didn't write the new LightIntensity setting to the ini

keen niche
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That looks a bit better!

dusty lynx
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oh it works now?

keen niche
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Apparently so!

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Maybe a mod of mine is changing something related to that? Stewie's Tweaks optimizations, perhaps?

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Even got sun shadows for the first time!

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Where's that .usda with stuff ignored and set?

dusty lynx
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btw set bDoSpecularPass to 0 to get rid of the normals

keen niche
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I did set that, but it looks like it didn't take.

dusty lynx
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in Fallout.ini specifically?

keen niche
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I did it in falloutprefs, I'll try the other file now.

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It seems to have worked, but there's something funny about my gun.

dusty lynx
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yeah some stuff is just kind of jank like that, when I go into conversation with people they turn into tar

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thonk_think_angry Dimmer is a property of NiLight, so the sun also has it, I wonder if I need to be using it.

keen niche
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Probably, that can be controlled via animations.

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Also, cool to see that the sun is respecting the actual set sunlight color!

dusty lynx
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seems like Dimmer is always 1 but I'll do it anyway

keen niche
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Try looking at a Nuka-Cola vending machine. That has a light with (I believe) an animated dimmer.

dusty lynx
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point lights have the dimmer already multiplied, just forgot to do it with the sun light

keen niche
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Ah, I see.

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Maybe that'll help with night...?

dusty lynx
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nope, even at night dimmer was 1

keen niche
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Oh, something Wall did was make 'sunlight' come from the moon at night. That probably deals with a lot of it.

dusty lynx
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hmm, curious about that cause I know the light is kind of directionally off at night as well

keen niche
dusty lynx
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oh hmm says lStewieAl's mod also does stuff related to sun light

keen niche
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I think Stewie's Tweaks fixes the offset between the sun sprite and the actual light.

dusty lynx
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Does their tweaks mod have no source available?

keen niche
dusty lynx
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oh okay

keen niche
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Yeah, there we go:

dusty lynx
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The issue I've been having with the sun is the direction is nonsensical, the local position is okay except at night the values go over the sky again in reverse. Plus it should be tracking the moon instead. Maybe the light direction isn't a vector but a series of rotations? Idk.

keen niche
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Wall's plugin probably deals with that.

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The night part, at least.

hearty crane
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And the moon light intensity? or is et basicaly the same light source?

keen niche
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Same thing. I think the moonlight is just controlled by the sunlight color in the weather's night setting.

brazen oyster
brazen oyster
dusty pivot
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The real solution would be to match the sprite to the light direction otherwise it's a strange lighting choice for this region of the world

brazen oyster
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yea, the directional light is purely horizontal

dusty pivot
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And yeah I believe the light direction is essentially the vector of the light in world coordinates

jagged chasm
jagged chasm
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If you set it to something like -2 to 20 with an adaption speed of 10 it’ll handle the big exposure range these remixes are coming out to

dusty lynx
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yeah the default of -2 is making nights and interiors feel extremely overbright

jagged chasm
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Yea ideally you'd have enough light that'd you wouldn't have to set it in the negatives unless there's only a tiny amount of light.

jagged chasm
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Oops, all normals!

dusty lynx
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Updated my USDA generator, now supports parsing .nif files, loading texture hash maps (incase the textures you want to use are different from the game's), and now has progress bars

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still need to figure out how to do emissives though.

summer cargo
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The difficult part would probably be getting the color right, from what I've seen in Anachronox.

dusty lynx
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They aren't, but I have the emissive textures, they're written to the USDA, they don't load

summer cargo
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Oh.

jagged chasm
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Like load at all? With the emissive flag set and the intensity set higher than 40?

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It might be getting blocked by another texture tbh

dusty lynx
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Is there any input bool I need to set for it to actually be emissive, currently just setting the intensity and emissive mask texture

jagged chasm
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Ye

dusty lynx
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And there it is.

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Alright thanks

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Eventually I'll need to also read emission strength out of the nif, only doing texture maps right now

summer cargo
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I really need to compile the full list of vars because having to manually apply each one in Omniverse to find them all is such a pain.

jagged chasm
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I think the aperture mdl might be it

summer cargo
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I've got a template for the default but need to finish the translucent one.

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I'm pretty much about to pass out and not on my computer but I'll upload my template tomorrow for the basic aperture model and opacity.

dusty lynx
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I usually just search the dxvk source code for all the input variables

summer cargo
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You might even find a couple that aren't in Omniverse Create, who knows 👀

dusk rock
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emissive textures were ghosting heavily for me

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setting individual lights might be better?

jagged chasm
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Ghosting is made worse from the lack of stable geo hashes right?

dusk rock
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yes

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i believe so at least

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however in the game i tested, it had stable hashes where the light was bring projected, and it still ghosted heavily

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but a manually placed light source didn't

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that's the emissive light

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this is the manual light. it's floating and attached to the camera, no idea why, but you can see that the projected light is far more consistent

jagged chasm
jagged chasm
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It's chainning time ⛓️

jagged chasm
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But wait!

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Need to break the quad for every layer

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Looks really neat tho

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Weird how little I feel like I see them in the game

jagged chasm
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By the way: have we checked if the source of the gray material is due to the paths getting messed up relative to the capture usd and the mod usda ?

dusty lynx
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Mark seemed to think it might have been a bug in remix

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but wait, is that the classic normal purple?

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The game has normal maps, randomly in the emission mask slot

jagged chasm
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I should start with the window textures first peepoG those emissives help so much.

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How’s the nif to usd workflow going Blue?

dusty lynx
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I uploaded it to my github yesterday

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it's kind of crap tbh, PyFFI uses depreciated then removed things in python that need to be patched

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they fixed it on GitHub but the pypi version is old

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It fails to parse several meshes

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but, yeah was worth it, the whole suffix thing is not consistent, and some meshes use textures from other folders too

jagged chasm
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I’ll have to try it out POGGIES

dusty lynx
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oh right another downside, it's slow, like would have taken 2h:24m slow if I didn't multithread the nif parsing and cache it

jagged chasm
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I’ll run it while I chain CrabPls

dusty lynx
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Essentially the following:
pip install xxhash tqdm PyFFI PIL
usdagen.py -t textures -m meshes -hm texhashes.txt -o output.usda

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texture hash maps used instead of hashing on the fly, incase you want to use different textures that would otherwise change the hash

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well, it can hash on the fly if you don't give it a map or it's not in the map, also useful if you have a few mesh fix mods that come with custom textures

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then the textures folder, the generated folder it makes, and the usda go into gameReadyAssets

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also kind of seems like the emission mask in remix is not actually a mask, if I give it a solid blue texture the whole thing becomes blue rather than just the blue parts of the diffuse

jagged chasm
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So I need to extract the meshes as well now?

dusty lynx
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right, yeah

jagged chasm
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I remember getting confused about it when I tried using it the first time

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  File "C:\Users\Adam\AppData\Roaming\Python\Python310\site-packages\pyffi\formats\nif\__init__.py", line 1383, in read
    block.read(stream, self)
  File "C:\Users\Adam\AppData\Roaming\Python\Python310\site-packages\pyffi\object_models\xml\struct_.py", line 373, in read
    attr_value.read(stream, data)
  File "C:\Users\Adam\AppData\Roaming\Python\Python310\site-packages\pyffi\object_models\xml\array.py", line 317, in read
    elem.read(stream, data)
  File "C:\Users\Adam\AppData\Roaming\Python\Python310\site-packages\pyffi\object_models\xml\struct_.py", line 373, in read
    attr_value.read(stream, data)
  File "C:\Users\Adam\AppData\Roaming\Python\Python310\site-packages\pyffi\object_models\common.py", line 384, in read
    self._value = struct.unpack(data._byte_order + 'f',
struct.error: unpack requires a buffer of 4 bytes``` These normal?
dusty lynx
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yep

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from pyffi

jagged chasm
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This thing works really well. Amazing job

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It does expect the textures and generated folder to be next to the mod.usda right?

dusty lynx
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yep

jagged chasm
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So much texture

summer cargo
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In Anachronox my white emissive textures are causing the system to assume every light is white.

keen niche
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You're not telling it 'pixels of this color in the diffuse will glow', it's a glowing layer on top of the object, making whatever's under it glow, tinted the color on that spot of the emissive mask.

jagged chasm
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Blue, is there anyway to set the strength of the sun as it gets passed to rtx?

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It's coming in really low. It needs to typically be in the 50,000 range

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Oh theres a lighting intensity in the ini

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my bad

dusty lynx
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Like let's say part of the diffuse is black, but the "mask" is white, I'm getting white emission not the glowing diffuse

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I'll just need to test how the shaders do it, busy atm though

keen niche
# dusty lynx Like let's say part of the diffuse is black, but the "mask" is white, I'm gettin...

That's how I'd expect it to work.
For the examples I've tried, in both Blender and New Vegas, the emissive mask is itself a layer, that is colored by its own texture.
In Blender, if I take an untextured cube and paint something on it with the emissive mask, those parts glow what I've set it as.
In New Vegas, if I apply an emissive mask to a weapon that didn't have it before, the weapon will glow in the parts that have been colored in the mask, using the mask's color and/or the nif block's emissive color.

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Oh, there's one case I don't think Remix can handle. Like, at all:
Dynamically-changing textures/objects.
For example, animation-controlled scrolling textures, or pulsing emissive strength, or color-changing rainbow emissive things.

dusty lynx
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Yeah sadly, some kind of system where you can say: for X shader, these inputs mean these certain things

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atm I'm having the issue that the windows are always glowing, even at day

keen niche
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Yeah, that's controlled in the reference by the engine. The 'emittance region'.
Basically, you give it a region, and it reads the weathers in that to determine how bright the emission should be at different times of day.

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For things like lights you want to go on at night, there's the 'inverted daylight region', for which colors are black (non-emissive) during the day, and white (Full-emissive) at night.

dusty lynx
keen niche
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Since Remix only gets the raw textures and stuff, that's... probably not going to be dealt with.

brazen oyster
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just mod it lmao

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fyi

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you can check texture slots in game

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if they are truly correct

keen niche
brazen oyster
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select object in console, SSG command

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go to the shader property

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you will see all textures of that geo, with filepaths

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slots are named

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also, windows have correct textures

dusty lynx
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I got all the texture sets through the nif, and yeah the windows are fine, I mean the string of lights

brazen oyster
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ah those

dusty lynx
brazen oyster
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actually, makes me wonder now

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is it using alpha channel of the normal

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for the mask?

dusty lynx
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From what I saw in GPA, didn't seem like it

brazen oyster
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where's the code for these passes...

brazen oyster
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I wonder if this is obsidian being dumb

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or if FO3 does the same

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I'll have to ask nobark

dusty lynx
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I'll mess around with it once I get back home

brazen oyster
gloomy lark
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@brazen oyster what am i supposed to be looking for

brazen oyster
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pepesmoked normal or fucked up

gloomy lark
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bad

brazen oyster
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is this obsidian being special or what

gloomy lark
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yes

brazen oyster
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based

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welcome to fucking new vegas

gloomy lark
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i don't even know which part of the normal the engine would use in that case

brazen oyster
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me neither

gloomy lark
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i'm pretty sure the gold bars in dm use the normal as an environment mask, and use the spec as the mask

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which would make sense but also lazy af

brazen oyster
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do these light even have a glow map

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no

gloomy lark
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third channel is the glowmap dummy

brazen oyster
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lmao

gloomy lark
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third slot

brazen oyster
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mf, this is the 3rd slot

gloomy lark
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in the middle of an adhd meltdown rn, remember

brazen oyster
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i can count

gloomy lark
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anyway i'm surprised there's even something there considering all the other strip lights like that don't have a mask assigned

brazen oyster
gloomy lark
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might have fixed it in ttw anyway

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too busy to check atm

brazen oyster
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I'll check

gloomy lark
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it's in my fixes

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not pushed yet

brazen oyster
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mf

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is it in the pack I have

gloomy lark
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maybe

brazen oyster
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yea

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_g

gloomy lark
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cool

brazen oyster
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can I upload it here or will Roy sue me

gloomy lark
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idc

brazen oyster
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I'll check how game even parses this shit

gloomy lark
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what the fuck, someone got rtx running on Barnyard???

brazen oyster
gloomy lark
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i didn't even know that had a pc port

brazen oyster
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nobark's ditchin TTW for Barnyard modding

gloomy lark
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no i imagine it plays like ass on m&kb

dusk rock
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it's not bad

brazen oyster
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wow I won't find a better use for this emote

gloomy lark
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i'll have to find a copy at some point, shit was the bomb growing up
nick had tons of great licensed games in the 2000s

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anyway, i'll provide what little meshoid knowledge i have if you need me
tho wall's probably more useful since meshes are just meshes

brazen oyster
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pepesmoked don't be so shy

gloomy lark
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also there's a ton of shit i don't know, anything like vfx is voodoo and there's not a whole lot of people in the community who understand how it all works

brazen oyster
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[ BSShader::SetShaders ] New pass: "BSSM_ADTS2_G"
[ BSShader::SetShaders ] Vertex "SLS2016.vso"
[ BSShader::SetShaders ] Pixel "SLS2024.pso"
pepe_weird_weird

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yea

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it uses alpha

gloomy lark
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lol

dusty lynx
brazen oyster
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sec I need to sanity check if I'm not stupid

dusty lynx
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most of that normal's alpha is black

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okay yeah I made the diffuse of the 24 hour sign black and the emission is also black. So it is masked emission of the diffuse unlike blender and remix where it's just additive

brazen oyster
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okay yea I'm dumb and can't read shader ASM

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it's using RGB

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no A

dusty lynx
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I'm just going to verify remix's behavior but I'm pretty sure I'll also have to make the usda writer also generate emission textures

gloomy lark
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normalmap rgb can't look good

jagged chasm
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I think it’s finally time to figure out how to use nsight and see what’s killing perf now that we’ve got a way to mass set textures. monkaHmm

gloomy lark
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knowing the engine, probably water

dusty lynx
jagged chasm
dusty lynx
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oh you mean debugging remix

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I just prefer it over old nsight for dx9 debugging

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otherwise normally I just use RenderDoc

jagged chasm
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I never got old nsight working ngl. But I’m bad at getting legacy stuff working.

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Was there ever an intel gpa that took x86 dx9?

dusty lynx
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yeah the latest still does

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I kind of struggled to figure out how to use nsight, did get it captured once but it doesn't save a capture file for analysis later it freezes the program and does analysis then, and was awkward to use

summer cargo
dusty lynx
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yeah that's what I'm going to have it do

jagged chasm
# dusty lynx yeah the latest still does

The capture layer supports only 64-bit applications. However, the injection mechanism will work with 32-bit processes for the purpose of allowing the capture of applications that require 32-bit launchers.

dusty lynx
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idk I have 2023 R1 installed and just used it today for looking at the normal map emission behavior

brazen oyster
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for me GPA recordings have a 10% change of actually loading

jagged chasm
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Only thing that worked correctly is Renderdoc and nsight 2023

brazen oyster
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for me renderdoc crashes when capturing DXVK

jagged chasm
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If we combine them all together, we might get a single working trace.

jagged chasm
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Nsight crashes anytime I try to profile remix Madge

dusty lynx
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bit better

dusty lynx
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alright uploaded the emission changes for the usda writer to github

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known issues: your skin glows.

gloomy lark
#

that's the fake subsurface scattering

#

could probably fix it with a black glowmap for body textures

summer cargo
dusty lynx
#

having mostly working emission definitely looks nice, especially the casino

jagged chasm
#

I ran into an issue, if you go into the sunset sarsaparilla factory, there are no lights passed to remix for some reason

dusty lynx
#

@jagged chasm can't replicate

jagged chasm
#

Damn. Must be a skill issue on my part verySadge

dusty lynx
#

am noticing some culling funkyness in that building though so will have to see what parts of the patch are needed for that

jagged chasm
keen niche
jagged chasm
keen niche
#

Oh, uhh... that's extremely unusual, and not at all what I'd expect that plugin to do.

#

Normally, only proper exteriors can have LOD.
The only exception would be if a mod changed an interior to be in an exterior to have the LOD, or if they made the LOD a nif they just placed to give that effect.

jagged chasm
#

I meant the lower LOD form, like the lowest detail one.

dusty lynx
#

I just send lighting info to remix and use one of wall's culling patches

dusty lynx
#

@jagged chasm did notice that there is a few solid black reflection textures, which kind of annoyingly means the normal is not DXT1 so intentionally has an alpha texture, but likely shouldn't?

#

maybe there's some nif flags or something that controls whether the normal map alpha is used

jagged chasm
#

You mean roughness? Did you make sure to invert it?

dusty lynx
#

yeah it's inverted

jagged chasm
#

Hm.

#

Yea maybe if there’s no alpha or if it’s black, then there’s no roughness map for the mesh.

dusty lynx
#

or it might just be more obsidian jank

jagged chasm
#

Lot of touch ups by hand will need to be done PepoG

ornate marlin
#

@dusk rock good shit man gratz

dusk rock
ornate marlin
dusk rock
#

oh, thanks

#

i was just confused because this is in the NV channel, lol

jagged chasm
#

Have any you guys used the anti cull lighting with new Vegas yet?

dusk rock
#

i still can't get NV working 😦

#

i haven't seen anyone mention it for NV yet though

jagged chasm
#

Oh right, I wanted to send you the MO2 instance and game folder sans game files

hearty crane
#

I dont see the point , there is no culling for light with blueamulet's Newvegasrtxhelper/NewVegasrtxlights.

jagged chasm
#

I need to try that nsight while outdoors to perf this thing.

hearty crane
dusk rock
#

i'm not sure i see the issue?

#

shadows cast from the particle effects

#

they're a bit heavy though

jagged chasm
#

Oh I hear the issue. You don’t have Johnny guitar playing.

dusk rock
#

lol

hearty crane
#

Ye, i was asking bout the particle shadows(they may be heavy cause suposed to be night...notice all shadows are pretty dark)

#

And now....
for something completely different....

dusk rock
#

what's the latest conf file i should be using?

#

right now i have this masterpiece

hearty crane
#

😆 💡 ye need that PipBoy light

jagged chasm
dusk rock
#

i think it's okay now

#

thank you though

hearty crane
#

Didnt look anything like this last time i was here. Credit goes to Blueamulet, adamplayer, Wall_soGb and others

jagged chasm
hearty crane
#

@jagged chasm Didnt do much,if anything(not for robco i mean).Ets the ingame's lighting.
Heres the conf. so others can test themselves

jagged chasm
#

I don't know what I messed up monkaChrist

dusty lynx
#

Might have the lighting pass turned off

crisp plank
#

Sorry to necropost, I think the obsoleted by link is off in this message but is correct on the release page of your fork.

dusty lynx
crisp plank
#

Newer as in as of MR "Bridge doesnt handle concurrent D3D9 module and device calls safely"?

dusty lynx
#

Yes

crisp plank
#

Is that discussion in this thread?

dusty lynx
#

#1106553248590090351 message

#

#1106553248590090351 message

#

Discussion was mainly just these two instances, but yeah as soon as I went back to my patch no hang anymore

crisp plank
#

Thank you

hearty crane
plush walrus
#

If the hangs can be isolated to module commands (IDirect3D9 type) from multiple threads, then we just discovered this ourselves a day or two ago. Should be a simple fix.

jagged chasm
#

Per Wall, it was whenever the game loaded textures.

plush walrus
#

New logs with a higher verbosity would help pinpoint this. I'll get a fix going for what I know to be a problem in the meantime

jagged chasm
crisp plank
#

I think Nick is asking about the recent hangs since his changes were merged late last week.

jagged chasm
#

Ah my bad. I guess I can use this as an excuse to play the game more PeepoPlotting

#

If I get a spot where it occurs I’ll submit an issue with the save attached. 👍

crisp plank
hearty crane
#

Dxvk remix #93 memory issue ,confirmed.
i thought having blender in the background messed up my VRAM , but that has nothing to do with this)
Starts with 8Gb cap( i have 3080ti) then after a while goes to 6GB.

Correction:Not dxvk's problem,(reverted to dxvk remix #90) but some issue with GPUs memory.Ets fine after windows restart.I had memory issues with this GPU but it restarts automaticaly and goes back to normal.So ets weird that this never happened within remix before.

jagged chasm
dusty lynx
#

1000 wot

jagged chasm
#

The lights were coming in as less than 1 intensity in OV

#

Sunlight needs to be cranked way up cause it comes in below 0.

#

Otherwise you won't get any shadows or bounces

dusty lynx
#

but I've been seeing shadows

jagged chasm
#

With actual sunlight amounts there should be a red color bleed on the ground

#

It does cause overlighting with the rest of the lights though

hearty crane
dusty lynx
jagged chasm
#

Well fug

dusty lynx
#

also yeah, new build of helper plugin on github

#

I added moonlight intensity option and added the intensity factor to the sunlight

hearty crane
#

Someone else test this conf, i got strong pipboy light in Novac Apartment.Also in Nipton Road pit stop but didnt in nipton. NIght stalker cave is messed up with some of the ceeling being emissive, (alpha blended removes this problem).

jagged chasm
keen niche
jagged chasm
#

In the mean time it means I get to remix materials aww

#

I wish substance handled dds files cause I hate switching back and forth between formats.

#

I should get the USD workflow of substance working, maybe that’ll be easier than converting back and forth.

opal sage
opal sage
jagged chasm
#

I know i can sync painter with ov, but I don’t quite know how to work that out with our setup cause it imports the whole scene.

#

Wonder if the mdl editor in OV could be used on a per material basis.

keen niche
jagged chasm
ornate marlin
#

Your gonna paint textures interesting I'm a node substance designer myself

jagged chasm
#

Are you able to use existing textures in substance deisgner?

ornate marlin
#

Yes

#

Don't know about the file type but generally yes

#

You can plug them into the right nodes to visualize it correctly too

#

Base color
Normal
Hight
Ect....

#

Can even merge or split rgb channels and use curves to isolate aspects of a texture if you want to edit parts of it or recreate it in a more dynamic and tweakable manner

#

Substance designer is amazing

jagged chasm
#

I wish the mesh.usda stored the UV map instead of making its own.

jagged chasm
#

Oh if I load it into substance painter it auto scales it so that it works

#

Now only if I knew what I was doing

jagged chasm
#

So I’m thinking the low performance outdoors may be due to how remix handles alpha textures.

dusk rock
#

that lines up with something i ran into on Skyrim

jagged chasm
#

Is the world geometry full of decals there?

dusk rock
#

i was thinking more along the lines of grass and tree textures. the more densely populated an area is with those, the laggier it is

#

but Skyrim also has other major issues, so i guess don't count on that

jagged chasm
#

Hm. I’ll see what MDL the decals and veg is using. I hope it’s the transparent one cause that would make things a bit easier to change I suppose.

dusk rock
#

grass and foliage is screwed up in Skyrim actually, lots of vertex explosions. so just ignore what i said

jagged chasm
#

Fair enough.

#

Could it also be the lack of stable geo hashes?

#

I know that messes up a lot of the temporal systems with lighting

dusk rock
#

i am curious about something though. in Skyrim, we can set the fov to 160, then back to 80. this almost entirely eliminates culling.

i wonder if this works in NV too. i know you guys have that patch already though

dusk rock
#

but it seems to be

jagged chasm
dusk rock
#

yup

#

just open console, then fov 160 and fov 80

jagged chasm
dusk rock
dusk rock
#

it removes vertexshaders as part of the calculations for geometry hash rendering

jagged chasm
#

Wonder if that’ll work for NV

#

I’ll try it out after lunch.

dusk rock
#

hopefully it does. it's important to note that this only benefits rendering, not captures

#

more info here: #1097563444137427056 message

hearty crane
#

Gonna try that in Stalker CS too...

dusk rock
#

Mark put through an update on the remix repo a few days ago to change the way the geometry hash debug view works. it'll now show the geometry hashes for capturing, rather than rendering

that way we can now tell if our captures will work

#

i did ask for modes for both, as it'd help to know if rendering and captures are stable

dusk rock
# dusk rock

@jagged chasm do you have any ideas about what could be causing the pop-in for geometry and foliage like that? Skyrim's draw distance settings are at max already

jagged chasm
#

Not sure. I don’t have that issue in game. With captures foliage appears as a few pixels for some reason.

dusk rock
#

interesting

#

we have issues with meshes overlapping and being placed on top of each other in captures

jagged chasm
#

I think that blue amulets mod fixed that with disabling the render pass. I think there’s a way to use console commands to disable some render passes

dusk rock
#

hm

jagged chasm
#

I know he based his mod off of TES reloaded, so you might be able to get an equivalent for Skyrim working if there’s someone experienced with it.

dusk rock
#

blue offered to give it a shot, so i'm patiently waiting

#

hopefully that works out. if not, i'll have to venture into the depth of the skyrim modding community 😛

#

we have lots of areas like this without any foliage or rocks. i'm pretty sure there's supposed to be some...

#

also i think NV uses terrain blending?

#

if so, Mark said this: #1113472651277652028 message

#

i'm about to try it for Skyrim

#

did nothing 😦

jagged chasm
#

How does the new terrain blending work?

dusk rock
#

unfortunately that's all the info i've seen on it

#

i didn't even know it was replaced until that comment

#

i think we need release builds more often to document improvements like this

#

it's already been almost a month since 0.2.0

#

seems like it may have been this

jagged chasm
#

So stable hashes helped a bit but not anything to write home about

summer cargo
jagged chasm
#

Not sure, might be though now that you say that

#

I don't quite know how to disable that

dusk rock
jagged chasm
dusk rock
#

ah, yeah. it wouldn't help with that afaik, just rendering issues/glitches

jagged chasm
#

Seems the disabling culling still causes insane performance issues

#

Disabling that and doing the FOV trick seem to be a good in between

dusk rock
#

does the FOV trick work in NV too?

jagged chasm
#

I think so

dusk rock
#

sorry for all the questions, lmao. trying to gather info

#

i wanna do a write up on some of the geometry hash stuff at some point

jagged chasm
dusk rock
#

i guess if it fixed some glitchy rendering (even if it wasn't visible) that'd make sense. weird though

#

also is this the latest build of Remix?

jagged chasm
#

Correct

dusk rock
#

okay. in that case, i think your captures should also be stable given that geometry hash debug view

jagged chasm
#

As in comparing hashes between captures?

dusk rock
#

using captures to replace meshes or similar

#

the mesh hashes shouldn't change with a stable geometry hash from my understanding

#

it's possible that part was always stable too. the reason i asked about the Remix build was the change Mark made here: #1099591203768504421 message

#

i'm probably not being very clear right now, sorry. i'm preoccupied

jagged chasm
#

Ah, I'll try adding a light to a mesh and see what comes of it 👍

jagged chasm
#

Welp that solved that

#

Now let's see if this works

#

I'm going to disable Blue's RTX mod to make sure it's just the modusda attempting to create a light

dusk rock
#

ugh

#

same issue as Skyrim and Barnyard

#

i did open an issue for that already, nothing has come of it yet

fervent sinew
#

is it runtime's problem?

jagged chasm
#

I think it's a shader capture problem

dusk rock
#

yeah

#

it's definitely something with shaders

#

all of the games that have this issue use shaders for the terrain

brazen oyster
#

the lighting looks so flat, it looks identical to FO4

opal crystal
#

tbh it looks a bit like F4NV's take sunset sarsaprilla place.

#

And no, I can't share the video of it for comparison, it was shared to me in confidence.

fervent sinew
#

this wasn't shared to me in confidence and it surly resembles it, it's amazing

opal crystal
#

Indeed, it does.

dusty apex
#

Ah wait, can't share the video but I can share some of the assets I've made

#

Anyways, any of the models I make for F4NV can be used by modder's here for remix

fervent sinew
#

damn no leaks 😦

dusty apex
# fervent sinew damn no leaks 😦

Nope, but I can give you some info. The SSHQ I'm working on is in beta, and hopefully this October I'll post some screenshots and have all the props and maybe Festus done. Currently just trying to learn and find information about custom skeletons for FO4

winged osprey
#

Not sure if that helps, but there is a mod that removes all “fake” lights that are not attached to a mesh. There is also a mod that attaches lights a to all meshes that should have it

jagged chasm
brazen oyster
#

nah, it's not really Remix specific

#

I get the same feeling, just inverted, when I look at NVR

#

except that NVR looks better than FO4

#

but it really hits this "damn, FO4 is just FNV with shadows"

#

the materials are hardly changed, despite the new renderer

jagged chasm
#

I'd imagine they kept their same willy wonka esque texture pipeline in FO4 since it seems to work for them in production.

#

The render is still the same in FO4, just modified a ton right?

#

I guess I'll take the trigger word of "lighting looks flat" to start researching the lighting design in video games.

brazen oyster
#

FNV uses a wild mix of BSBatchRenderer for the... rendering, and NiDX9Renderer for D3D9

#

Oblivion doesn't have a batch renderer at all iirc

#

with Skyrim's Creation Engine, Bethesda moved from Gamebryo as far as possible

#

I mean, they were already super far

#

so Skyrim and later have BSRenderer handling everything

#

So the only thing left from Gamebryo is scenegraph building

brazen oyster
#

geometry is not batched

boreal timber
brazen oyster
#

it's only sorted

jagged chasm
boreal timber
#

although i think skyrim had much better normal maps when combined with cubemaps than NV did

brazen oyster
#

it uses forward and deferred

#

everything prior was forward

jagged chasm
brazen oyster
#

material system got overhauled af too

#

but materials themselves?

#

stayed pretty much similar

brazen oyster
#

they are a bit better with 3.0 shaders, but the normal map influence is still weak

jagged chasm
# boreal timber sorry, what do you mean?

Blue wrote a script to create a mod usda for FNV that ports the original textures/materials over to remix. So the games orginal normals/metalic etc can be used rather than need to be recreated. I think they look really good for the game's age.

boreal timber
#

the assets are way too dated

#

luckily there are plenty available from the community, and it's a very easy platform to replace assets for

#

even without remix eventually adding that functionality

#

which is why i'm excited for remix to work with beth's games

jagged chasm
#

Is there any examples of assets with higher quality baked normal maps I could try out?

boreal timber
#

many, it's kinda difficult to give specific suggestions

#

especially in terms of weapons, there are plenty of high quality replacers around

jagged chasm
#

For an asset that replaces a mesh with a better quality one I think we'd have to install it as a mod and get the new mat_hash from it to make it work though.

#

I'll try seeing what kind of workflow is needed to bring them in

opal sage
opal sage
#

You can make one based off assuming metallic + height from a mix of the base color and normal

#

it’s kinda messy but it sorta works

#

I made a substance designer workflow that produces a gloss map from the height while mixing in base color details

opal sage
#

(I can send it when I get home)

#

Bale disagrees on its usefulness cuz he just remakes what he wants from scratch with completely new models and textures lol

tulip hill
opal crystal
dusk rock
#

oo nice

little wave
#

Hey, have you guys managed to add Lights ingame through Create?

stuck harness
#

well lets see how this goes

fervent sinew
#

good game anyway

stuck harness
#

is there a rtx.conf file?

opal crystal
#

This will probably be useful for you,
#1106553248590090351 message

stuck harness
#

so my game just looks like a normal map

boreal timber
#

everything seems pretty normal here...

hearty crane
#

Alot of Nuka Quantum was spilled

stuck harness
#

Yeah I've got no clue though all I've done is toss in an updated dxvk and bridge 4gb patch and rtx helper

hearty crane
#

@stuck harness If you wan to explore a bit a see how et looks, disable alpha blended.That should eliminate the normal maps.Caveat : you loose some of the props , geometry like bottles, trex toys etc..

stuck harness
#

so how was outside 'fixed'?

hearty crane
#

I dont know exactly, blueamulet or adamplayer should know

jagged chasm
ornate marlin
#

Been dark how are things?

opal crystal
#

At least two 3d modelers have offered to let their models be used as good replacements for base game models.

ornate marlin
#

nice, I assume the lull is also just waiting for updates to Remiz for some hopefully better and more consistent compatability

jagged chasm
#

Since hashes aren’t stable enough for replacements/modifications, as far as I know the only thing that’s still low hanging fruit is adding metallic maps to textures.

north sequoia
#

Have you tried changing the hash string to make them stable?

jagged chasm
#

Yes but then they’re relative to the player position

north sequoia
#

Ahh

#

What string did you use?

jagged chasm
#

#1106553248590090351 message

north sequoia
#

Have you tried removing positions or texcoords?

jagged chasm
#

No, not yet.

little wave
#

When model replacements are easy enough to do

manic stone
#

i followed the guide and tried rtx. the game now runs at a juicy 4 fps, i run out of vram even though i have 11 gigs and the scene will either go purple or start shaking. what am i doing wrong?

#

its not my setup either since i run a dual 2080ti with an nvlink bridge

#

should i enable culling or someting?

jagged chasm
#

Yea. The removal of culling is hard on the system

manic stone
#

ok. ill re enable it and try again. btw, when this is finished, will it come fully packed as a mod rather than a bunch of smaller mods and sets of instructions?

#

its not difficult to install, i just feel like i forget stuff.

jagged chasm
buoyant heart
#

Tried the guide with my preexisting TTW and everything is silver pepeConcern

opal crystal
#

I wonder is it possible to have RTX Remix run without ray tracing or any graphics changes but still be able to get DLSS running through it?

fervent void
#

As of right now, the answer is no. That may change in the future, but I am not sure what the point would really be. After all, any card that can use RTX Remix would be able to run any game that it supports without RTX Remix and still reach a more than sufficient framerate without needing DLSS, especially given the age of the games in question.

opal crystal
#

I just like DLAA.

signal wave
#

not to be rude but is there any progress?

jagged chasm
#

Nah, not at least from me

dusk rock
#

i think most projects are waiting now for the proper toolkit

#

doing it right now is just inefficient compared to that (i'd hope, at least)

summer cargo
#

At least as far as the base level of compatibility goes, chances are it'll go from 0% to 97% completion in the span of a couple of days. 😛

signal wave
#

Nice

stuck harness
#

i got addicted to the game 💀

fervent sinew
#

ncr? legionary? lonesome? Tell Us

keen niche
stuck harness
#

Well considering i bought the game just a week ago

opal crystal
#

Only finished one ending myself, plan to do another few someday,

stuck harness
#

not sure if it is just me but the tick fix mod seems to help a fair bit with fps

craggy crag
#

Yeah, I believe it's because the engine's vsync and ticks per second are mismatched. NV is weird...

summer cargo
craggy crag
#

Bethesda / Obsidian bugs are just built different

stuck harness
#

And also not sure if it is just me but vats seems to somehow be broken as it always has 0% hit chance

jagged chasm
novel herald
brazen oyster
#

no

#

they are done through occlusion queries

manic stone
#

that seems really stupid

knotty oxide
#

That Bethesda engine quality

brazen oyster
#

it's literally the only proper way to check visual occlusion

stuck harness
keen niche
stuck harness
#

also what mods are you using?

stuck harness
#

has anyone had an issue where some captures contain nothing
where in the screenshot anything that is 1kb in size is an empty capture

jagged chasm
#

Yes, you have to take them twice sometimes depending on the game

random night
#

In Garry's mod it crashes remix

gusty kraken
#

Sometimes you need to wait a while. In NFSU2 I hit capture and leave the game open with enhancements off and wait. After a few seconds (5-20, depending on scene complexity) the 1kb file turns into something

random night
#

For me

#

The game is still on

#

But bridge crashes

stuck harness
#

yeah that is what also happens

#

but it seems to only happen in that one spot (the cave to the honest hearts dlc)

stuck harness
#

tried to improve the power armour with pbr

gusty kraken
#

try checking the <Game_Exe_name>_d3d9.log, see if it has any logs about the crash

summer cargo
stuck harness
#

Is the a fix to the captures being sideways.

random night
#

Toggle that

stuck harness
#

Where is that?

#

because i think i have tried that and it doesn't work if it is the one in paramter settings

copper dome
#

#1096847508002590760 message

dusk rock
#

but for NV, the fix above should indeed work

#

worked fine when i did it

stuck harness
#

and it is for new vegas

#

and it is still sideways

copper dome
#

Click on your world layer in omniverse and set the up axis there as well

#

Oh I see you have. You have y as up but it's sideways so z is up

stuck harness
#

like this?

copper dome
#

You maybe have to reload it if it didn't change up axis

#

I had same problem, fixed it with that.

gusty kraken
#
  • If stuff is sideways, should change Z up marker on/off
  • If stuff is upside down, should change the Right Hand marker on/off

Each game has a combination of the 2

hearty crane
#

In omniverse...

ornate marlin
hearty crane
#

Fallout NewVegas in omniverse, Prospector's Saloon.Easy Pete's Chair i think

ornate marlin
#

So not in game?

hearty crane
hearty crane
#

This one is ingame. At least glass is not so difficult to exchange. But separating two meshes with inherited materials, that i do not know.

jagged chasm
#

You break apart the mesh, only one material per mesh

#

Then do a mesh replacement and have it reference both xforms.

gusty kraken
hearty crane
#

That Anti killing is really powerful, thanks to blueamulet,
just 1 capture from goodsprings and the entire map is captured with the main landmarks

jagged chasm
#

It does just bypass every form of culling in the game KEK

hearty crane
#

No more Fish tiles.
Clarification:Water has tranparent shader with IOR. will upload short vid...

stuck harness
#

I couldn't imagine the fps

fresh belfry
#

( furious "Capture" clicking intensifies )

fervent sinew
#

watch me do

hearty crane
#

Dont know if those subtle waves are from denoiser or what.
The dual layer on water normals thingy doesnt do anything to remove/add em.Only the water normals slider have some effect

lavish isle
hearty crane
#

@lavish isle They are upside down and i have no clue why. In Omniverse et looks like a movie

lavish isle
#

wheres the z position?

#

is it backwards from where the game engine set it?

#

there had to be a reason they set it like that in the game engine while making the game

#

usually the terrain is on its side in omni starting out

#

as for the models

#

zup is on right?

hearty crane
#

I see Capture's axis, Z
Mod.usda , Y
I was switcing previous just to make et posible for navigation

lavish isle
#

yea the navigation part edit might be the cause

#

mod should be z

#

after done

hearty crane
#

I put both world axis in Z , will test again now

hearty crane
#

No change in reflections axis projection but i think at least selecting catmullclark for the geometry makes et way better. Weird that like sometimes the change doesnt register or something...
Settings in parameters dont change much either.None ,In view, in world view doesnt really matter in this case

lavish isle
#

or house?

hearty crane
#

how do i check that? i see orientation lefthanded (or righthanded)

lavish isle
#

the models are also captured in usd's

#

for example

hearty crane
#

so look for the mesh in stage ?

lavish isle
#

yea

#

the numbers are sorted by texture

#

for the model

#

dont forget you can also flip in blender

hearty crane
#

@lavish isle Thanks for the help man. I know i can do stuff in Blender with these but i easily mess things up when connecting those two.Still got to try.

lavish isle
#

np

#

ik im doing oblivion but other games need love too lol

olive charm
#

do you need all the DLCs for it to work?

stuck harness
#

for remix no

rustic pine
#

||i've done it, after a long walk all the way around the map.||

stuck harness
#

?

rustic pine
#

i had gotten out the map via this hole next to crescent canyon and walked all the way around the map until i got to the fort, walked around to the inaccessible area.
(took me a good 2 ish hours to walk all the way around the map)

stuck harness
#

Couldn't you have just done the quest

rustic pine
#

can't go back.
doing the quest, is the last to go.
||the location can't be discovered until you've accepted to battle, which you can't come back from.||
which is something i hate about this game, compared to the 3rd game.

#

you can discover the location pre

#

by doing what i did.

#

but nothing special really is over there.

#

---not fully related, but im suprised how much area is out of the map.

hearty crane
#

Issue with the upsidedown reflection solved. Easy...
Disable the "capture Normals from shader"
All normals looked ..abnormal... not just on windows.
@lavish isle

subtle drift
#

I have a problem. I can pull up the RTX remix overlay in game, but my keyboard or mouse do not work. Any help would be appreciated.

hearty crane
#

@subtle drift
You should ask/search in #1095455547748257862
But anyway...
go to Bridge.conf(trex folder)
try these(remove "#" in front of them)

client.overrideCustomWinHooks = False
client.DirectInput.forwardMessages = True

or
client.overrideCustomWinHooks = True
And so on

subtle drift
hearty crane
#

@subtle drift wait!... my mistake...i mixed up the commands . These two:
client.DirectInput.forwardMessages = True
And
client.DirectInput.disableExclusiveInput = False

#

If they dont help, someone mentioned some months ago to try and find keyboard an mouse input commands in the fallout.ini (or is et falloutcustom.ini not sure)

rustic pine
#

game crashes a few minutes in with remix installed.

#

...actually about the second i scroll a little down on the texture list.

hearty crane
#

Try the "remix-mbc_hack" from BlueAmulet,Might help.

wintry agate
#

@jagged chasm Have you take a look on this?

jagged chasm
#

BlueAmulet made a patch for this game that removes culling entirely

hearty crane
#

@wintry agate Already had FNVpatch applied.
Tho 🤔 im wondering about the 4gb patch "from oblivion"...is there a difference if you apply to the exe, or do you have to apply to the script extender? same?

lavish isle
#

a patcher

#

4gb patchers the same

#

the one for fnv looks for the exe is all

wintry agate
hearty crane
hearty crane
crystal hazel
wintry agate
hearty crane
crystal hazel
craggy crag
#

In a good way of course

hearty crane
#

Mark this conf!!!+ Anticulling( blue amulet) + DXVK-remix #231
Uploading Vid to Utube...

#

Changed the heap size parameters and other memory commands (dont know what im doing but et worked,just like the good old times)
Was crashing previously in seconds, (1 minute at the most)

hearty crane
#

Got somewhat excited cause the performance was terrible with the anticulling(older dxvk-remix).now seems better. Slightly, but still... Might be the newer DXVK-Remix

fervent sinew
#

Darko my beloved

reef siren
#

Doing the good work

hearty crane
#

Nevermind..remix starts acting the same crashing after short while, while game still runs in the background.This might be cause there is alot of NPC and geometry on the strip.I guess

rustic pine
#

that's why you watch it on youtube.

random night
#

We don't have to render the whole world if its a mod

hearty crane
random night
#

Hmm

#

Rendering the entire open world is not a good idea

hearty crane
#

Yes, thats why the performance is pretty bad.At least outside.And some bigger interiors struggle too

stuck harness
#

Tried the new POM in remix on the rocks

dusk rock
#

looks fuzzy somehow

#

it's gonna make detailing terrain and objects so much easier though

stuck harness
#

Well it was generated with the chain i posted

stuck harness
#

I might give it more of a blur

stuck harness
#

with more blur on the map

dusk rock
#

looks much better now

#

very nice

polar prawn
#

wake up

#

Remix 0.3 is out!

ornate marlin
#

It is supposed to have better shader and culling support so hopefully it can start to actually be used and shipped

polar prawn
#

hold on maybe I'll have to uninstall my 150 mods

polar prawn
#

This is supposed to be vanilla, Epic Store version

#

crap I forgot about xNVSE

#

something crashes when I open a container, can't tell if it's the game or NVbridge

barren raft
polar prawn
#

even on a 100% vanilla install?

barren raft
#

well I said "depending on mods", so no 😄

#

does any other instance where the game goes into menu mode crash?

polar prawn
#

for testing purposes I loaded back all my mods, loaded my modded save and I could open containers normally, huh

#

I get a huge framerate hit switching to third person, and VATS causes the bridge to crash

barren raft
#

the game does weird stuff in both occasions, so that makes some sense

dusty lynx
#

@polar prawn worth noting xNVSE doesn't support the Epic Store version unless you use a patcher to downgrade it to the original exe

polar prawn
#

Yes I know, that's how I have 150 mods on my NV

summer cargo
#

@polar prawn I'm noticing your screenshots are still very distorted, one thing you'll need to do to make this game render correctly is follow the instructions to strip out normal maps from the rendering pipeline (if memory serves correctly the fullbright (tlb) command covers this. Once you're only seeing Legacy assets, those mats can be replaced to reincorporate the normals but in the proper Remix format.

icy delta
polar prawn
#

Now I need to play with the lights settings on the step 2 tab

polar prawn
#

In World Transform seems to give the most stable image

#

I noticed no lights are detected by the renderer so I'll download RTXHelper and hope it doesn't fry my poor laptop

polar prawn
#

aw this is how it looks with RTX Helper and tlb

signal wave
#

is this still get worked on?

sudden cave
#

sooooooo has anyone managed progress or started a project for this?

#

or we still waiting for Nvidia to do more worried Remix might be dead lol

jagged chasm
#

Performance is likely too bad to really do much beyond proof of concept at this point.

tulip vector
tulip vector
tulip vector
#

i tried rtx.skyBoxTextures = but its better not fixed

tulip vector
#

i have also downloaded amuletblue's rtx.conf file

#

im in the shadow realm

polar prawn
#

Did you try to use the tlb command?

hearty crane
tulip vector
hearty crane
#

Have you tried the remix-mbc_hack from blueamulet? (although thats more for memory issues ,but i dont know it might help)

reef crescent
#

Are there any videos showcasing progress or anything at all ? Very interested in this

polar prawn
little wave
hearty crane
# reef crescent Are there any videos showcasing progress or anything at all ? Very interested in...

This is months old (didnt post it here i think) https://www.youtube.com/watch?v=7Z2faEACpWc
The second is Fresh but no progress made since then, just a test with new DXVK and anticulling
https://www.youtube.com/watch?v=1KQun56El4c

Got curious specifically for how much of the geometry gets retained in the more open areas.
The more geometry the more low fps, cmon repeat after me ...The more geometry the more low fps
thats right , keep going The more geometry the more low fps...
(Cpu = 6700k)

▶ Play video
sudden cave
#

wonder if open beta release will help

jagged chasm
#

Im starting to realize just how held back the creation engine has been from its lighting. The stock materials with path traced lighting look so good.

north sequoia
hearty crane
#

I also learned (after all this time 😁 ) that material scale for Roughness and Metalic must be on 1(it is the default for a reason) not 0.5.
Thats the reason some textures look wrong.

sudden cave
fresh belfry
#

Do we actually know anything about the open beta that's coming out? Is it like the auto PBR generation stuff or..?

#

I guess I can just wait 24 hours and check myself 😂

lavish isle
stuck sigil
#

I have a super stable mod list right now with ttw and I wanna get remix working for NV real bad

lavish isle
#

hey darko any possible way i can get your rtx with the settings only? gonna see if some are compatible with my oblivion project if you dont mind that is

hearty crane
#

I know , i had TTW and ran F3 with Remix many months ago(when geometry was earthquaking,them olden days) , instalations got messed up or something and i cant rack my brain to install that again. Dont even know how i succeeded the first time 😄
picture proof from cantenbury commons:

lavish isle
#

ty

stuck sigil
#

Thanks @hearty crane I'm gonna play around with that .conf and see what I can get done with it!

stuck sigil
#

@hearty crane sorry to bother you but im getting a black screen after loading into game

hearty crane
#

rtx menu doesnt appear with Alt+X?

#

@stuck sigil

stuck sigil
#

no it does it's just the screen is black after loading my save. i fixed it yesterday but im not exactly sure how i did tho

#

like remix is working fine actually just fallout being funky as usual

#

@hearty crane

hearty crane
#

hm... dont have an sugestion/idea at the moment

#

maybe... its the same issue like with stalker... at the beggining of a save the world is dark. In the beggining there was the word. and The Most High said let there be light which for stalker mean to go to game setup then step2-parameters(i think) and find that camera view option which refreshes the sky emissive

#

Fused world-view mode. Try fliping between the three modes to see if that does anything

stuck sigil
#

i switched between them and no dice it doesnt even react to it. it seems like its acting as if there isnt a sky

lavish isle
#

volumetric lighting?

stuck sigil
#

i have the game on the lowest settings unless im missing something

hearty crane
#

When you are in texture selction mode (gamesetup->Step1) can you see any outline of geometry when you hover with the mouse in game?

stuck sigil
#

yes that works

hearty crane
#

wait...did you use all the requirements with nvse and everything described in the main post?

#

the UI from the game appears?

stuck sigil
#

yeah hold on i'll send a screenshot

hearty crane
#

go to rendering->Lighing tab see if direct and indirect are off

stuck sigil
#

yeah they are on

#

i may do a reinstall and see if that helps out

hearty crane
#

select ANY geometry and mark it as World space UI, that should make et emissive, just as a test

stuck sigil
#

better now i can actually see

#

i've noticed in some games if you do that it just completely removes remix

hearty crane
#

something is marked as UI that shouldnt be,and that is the current state of the game. in one moment everything is fine, next turn of the camera another texture gets in the pipe and stuff gets un traced

stuck sigil
#

ahh makes sense

hearty crane
#

and if you solve that moment...next moment another problem appears

#

😄

stuck sigil
#

but i'll probably start with a fresh install you know fallout anything thats been remotely touched will break something

hearty crane
#

no joke. With certain grass/vegetation texture for example in NewVegas to be precise

stuck sigil
#

the devs at bgs be like

#

i will report back when i get everything set up again!

#

thank you though for all the assistance i'm still super new at remix but nv is my all time favorite game so remix would just make me dump another dumb amount of hours back into this game

hearty crane
#

Dont thank me.Thank The Engineers from Nvidia , AdamPlayer and BlueAmulet otherwise this wouldn't work

stuck sigil
#

i mean you gotta take some credit too my man, those videos you put out get me so hyped to start working on this. and also what gpu you rocking. because ive noticed that the frames weren't the greatest

#

and do i need to still follow the viva new vegas set up i know that you gotta do the usual with bethini and cleaning the .esp's and what not

hearty crane
#

In this case its not the gpu fault, if you refer to that last video i posted. Its the CPU and most likely the game engine itself, the FPS is terrible cause the anticulling from BlueAmulet is ON.Thats why i was testing ,to see howmuch geometry gets retained in the reflections.

stuck sigil
#

it looked super good, was thoroughly impressed

hearty crane
#

you get in a small space(the apartment in Novac or like in the video, the lobby to Vault 21) and the Fans on GPU start blowin! cause very little geometry being called by cpu(as far as i comprehend , ive said many times im not a technical person/programer)

stuck sigil
#

aye bro same but hopefully remix will become more stable

#

because it's definitely got its quarks

hearty crane
#

Yeah thats another thing, they did make it better /newer dxvk builds, cause with the anti culling , couple of seconds or minutes(it was somewhat random) and... crash.Some sort of memory issues.

stuck sigil
#

gotta love the creation engine

hearty crane
#

Heres the bridge conf from trex. there are couple of Memory commands i enabled.Maybe thats why it doesnt crash.

#

if anyone needs it

stuck sigil
#

how do you turn shaders off?

#

im getting this now

jagged chasm
#

Seems right for new Vegas

#

It’s very temperamental

stuck sigil
#

that and when i look a certin direction its just goes black

mellow shell
#

I'm just fucking around with Oblivion right now because food is cooking, lmfao, but I've found disabling a few fog overlay textures fixes most of it for some reason.

#

"Emissive Blend Override" seems to fix the rest of it. @stuck sigil

stuck sigil
#

sweet i'll give it a try real quick

#

i think i borked it

#

even though is still super basic it just looks so good

#

@mellow shell i could not find that setting

hearty crane
#

rendering->alpha test/blending

lavish isle
#

hey @hearty crane any tips or can steal you to help for amusement on the #1097339713062441031 project. some tips would be great because it is almost the same as fallout 3 or NV?

hearty crane
#

@lavish isle What chu got?

lavish isle
#

just some render issues, thought maybe some tips would come in handy. we have lights missing, the hair colors do not match and alpha blend off makes everyone bald

#

we also crash probably more than fallout right now

lavish isle
hearty crane
#

The crashing might be solved by that old "remix-mbc_hack" from BlueAmulet try that,its universal.
Today i Started Skyrim after a long time and was crashing at startup...that solved it.
in bridge.conf try the commands in from this image. sharedHeapDefaultSegmentSize = 1GB ; i used 512MB for SWAT4 way back when and did help for crashing .

The lights missing i cant help at all cause NV uses custom dlls from BlueAmulet where the ingame lights are being translated in Direct Lights.
If you really want see (or make screnshots) you have to make em emissive in omniverse/ toolkit and maybe use the NEE option(in lighting tab) to bump the emissivenes.

Hair colors and stuff are also a mess in NV, i dont know how that system works at all in The base game. Notice in the showcase pics easy pete for exaplme, he is missing his melanin on his skin. So the base model of all NPC is rendered but the other layer on top of that for the variations is missing(as far as i see)

lavish isle
#

k

hearty crane
lavish isle
#

player model body

hearty crane
#

if you deselect it as player model body? does it look pathtraced?

lavish isle
#

no

hearty crane
#

there are those like dark non descriptive "textures" that are shaders or layers of something those might be remiving the pathtracing from cetrain geo.

#

its a chasing your own tail kind of tale

#

Same with skyrim if, you make the weapon models (1st person) look pathtraced ,something else will be messed up

lavish isle
#

npc next door is fine though

hearty crane
#

so not all weapon models in NewVegas are path traced in my case. Plasma rifle is not(some shader issue)

lavish isle
#

when is first person it looks like the player model is in front of me

hearty crane
#

The 5.56 Machine gun is, as my last choppy video showed