#Fallout New Vegas
1 messages · Page 5 of 1
thank you that works
seeems though the game just see all texture as "UI" so its was an interesting test
Oh no, that's probably because the Alpha channel of normal maps is reused, huh?
@mighty topaz alpha blended: off
@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
have to restart the game ofc.
nice, the bridge issue is fixed in a nightly now
@hearty crane mind changing the first post to use https://github.com/NVIDIAGameWorks/bridge-remix/actions/runs/5095209923 instead for the bridge mbc hack part
@dusty lynx So instead of the hack AND the dxvk-remix ?
This contains both?
no, that is just the bridge
though, for now could also change dxvk-remix to https://github.com/BlueAmulet/dxvk-remix/actions/runs/5096553900, actually allows more lights to get passed to remix
She's looking a little different
Alright I commited the various stuff related to new vegas to my GitHub
https://github.com/BlueAmulet/RTXRemixStuff/tree/main/NewVegas
same stuff I've been putting here just in an easier to find location that can be updated
I believe I followed the guides completely, including using the latest RemixStuff from the message above, but I'm getting this
Set [Display] bDoSpecularPass=0
Heck yeah, but there is a vault boy face in the sky haunting me :D
The rtx.conf in that repo should have all the ui textures marked already including that face
ah, that was the texture that was breaking dialog ... that'll probably need some kind of patch then.
Main post updated , including this: RTXRemixStuff
disable emissive blend overide , or Alpha blended
The normal maps are because bDoSpecularPass needs to be 0, turning alpha blending off removes parts of the world
I knew et removes some glass pitchers / t-rex dolls and so on.. but i didnt think specular is the same as normal pass
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
oh nice at some point the pipboy seems to be working
It started working on mine prior to the update 
I posted a video a few days ago
There’s a texture that gets all the icons and text written to it that needs set as UI texture.
The pipboy light works with Walls mod
Damn parsing nif files is slow.
Background still rasterized?
Nope all PTd but it’s way over exposed.
I think I wanna try getting the emissive textures assigned this weekend.
Non automated cause I feel like it ends up breaking it somehow
@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
also fun flaw with making a usda based on the diffuse, some meshes share the same diffuse but use alternate everything else textures
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
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.
By the way, do you use IDA Pro or Freeware?
At least we can easily toggle this game back into rastering via ui textures.
You'd want to use UI for glow textures? plus can't really toggle it back off so anything else would be force rasterized
@dusty lynx Think he meant World space UI = Emissive , not UI textures
the glow texture isn't the main texture so that doesn't work
The normal map is also the environment mask?
Nah I meant easily toggling to raster to see what kid of light we should use.
my mistake
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
Better performance too with the latest newvegasrtxhelper(newvegasrtxlights)
But the Sun disk is not visbile(checked the ini , VisualSun=True)
The o2 texture seems to be favorite of the sky to use.
We’re above 15 fps 
Visual Sun makes the sun light come from where the sun disk is in the sky
otherwise the lighting is kind of noticeably jank, and apparently vanilla FNV has that issue as well, it's just less noticable
I have these two textures as world ui rtx.worldSpaceUiTextures = 0x5F6F85D5038CC51F, 0xC22B26934294C233
I believe they are the ones that allow you to use the pipboy and terminal while maintaining PT
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
I'm getting 40fps outdoors now 
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
Two times now i get not necessarily a crash but the game freezes suddenly(after a while) , no responding.
Same, I think it might be from the bridge, newer bridge doesn't immediately crash but I think it deadlocks after a while
What CPU do you have? 🙂
CPU: 12th Gen Intel(R) Core(TM) i5-12600K
This smoke marked as UI brings back the Yellow tint and makes the smoke normal/rasterized.
and looking at the rendering in GPA Alpha Testing is enabled ... and also Alpha blending, even though alpha blending is turned off in the nif
@brazen oyster What scenarios does your Alpha Rendering Tweaks mod fix the alpha blending state being wrong?
😄
ah yes
Wow...Pipboy light , no fallback light now 😁
Light pretty weak though.
@dusty lynx Also important, Now im ingame maybe hour if not more. With your previous hack [remix-mbc_hack]
Changing sphere light fixed radius made et non-responsive
F I S H
I'm thinking that the direction light intensity also needs to be reduced, and maybe the sky brightness
everything through remix has been way brighter
You could make a mod that increases it. There's also one I remember that causes it to fill more space, but be dimmer. That might work?
I dont know anything bout programing
Is the land in the distance getting ray-traced, too? That would be awesome.
Not programming, you'd just open the Geck or xEdit and make the Pip-Boy light brighter/have a larger radius or something.
Yes.Thanks to blueamulet, adamplayer, Wall_soGB , and others
Do you think the light needs to be brighter, just have a larger radius, or what?
I don't know how real lights function.
I believe both would have the same effect in this case
Okay, this should increase the radius of the Pip-Boy light a bit.
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!
yeah that I don't understand, lemme send you one with some debug stuff
@keen niche
just show the NewVegasRTXLight.log it makes
Where will it make it?
in the Fallout New Vegas folder
the fuck?
😢
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!
yeah but, I changed the lpDefault to "Gone" for the log, so it should either be what's in the ini or "Gone"
I have no idea where "DUMMY" is coming from
now I'm curious lemme make that buffer larger
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
oh it works now?
Apparently so!
Maybe a mod of mine is changing something related to that? Stewie's Tweaks optimizations, perhaps?
Even got sun shadows for the first time!
Where's that .usda with stuff ignored and set?
btw set bDoSpecularPass to 0 to get rid of the normals
I did set that, but it looks like it didn't take.
in Fallout.ini specifically?
I did it in falloutprefs, I'll try the other file now.
It seems to have worked, but there's something funny about my gun.
yeah some stuff is just kind of jank like that, when I go into conversation with people they turn into tar
Dimmer is a property of NiLight, so the sun also has it, I wonder if I need to be using it.
Probably, that can be controlled via animations.
Also, cool to see that the sun is respecting the actual set sunlight color!
seems like Dimmer is always 1 but I'll do it anyway
Try looking at a Nuka-Cola vending machine. That has a light with (I believe) an animated dimmer.
point lights have the dimmer already multiplied, just forgot to do it with the sun light
nope, even at night dimmer was 1
Oh, something Wall did was make 'sunlight' come from the moon at night. That probably deals with a lot of it.
hmm, curious about that cause I know the light is kind of directionally off at night as well
oh hmm says lStewieAl's mod also does stuff related to sun light
I think Stewie's Tweaks fixes the offset between the sun sprite and the actual light.
Does their tweaks mod have no source available?
oh okay
Yeah, there we go:
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.
And the moon light intensity? or is et basicaly the same light source?
Same thing. I think the moonlight is just controlled by the sunlight color in the weather's night setting.
eh, the fixes there are so niche (except TMSAA) I don't think it's noticeable in vanilla
can't escape me
The sun direction has a side angle but the sun sprite is always following a path that goes through the exact top of the sky
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
yea, the directional light is purely horizontal
And yeah I believe the light direction is essentially the vector of the light in world coordinates
It’s because they set the auto exposure to a weird bracket.
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
oh, raising the minimum or just outright disabling Eye Adaptation helped a lot
yeah the default of -2 is making nights and interiors feel extremely overbright
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.
Oops, all normals!
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
still need to figure out how to do emissives though.
From what I saw of the directory, the _g tags were very consistent-- a check for the diffuse filename + _g should get most of them.
The difficult part would probably be getting the color right, from what I've seen in Anachronox.
They aren't, but I have the emissive textures, they're written to the USDA, they don't load
Oh.
Like load at all? With the emissive flag set and the intensity set higher than 40?
It might be getting blocked by another texture tbh
Is there any input bool I need to set for it to actually be emissive, currently just setting the intensity and emissive mask texture
And there it is.
Alright thanks
Eventually I'll need to also read emission strength out of the nif, only doing texture maps right now
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.
Pretty sure we all want that list.
I think the aperture mdl might be it
I've got a template for the default but need to finish the translucent one.
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.
I usually just search the dxvk source code for all the input variables
You might even find a couple that aren't in Omniverse Create, who knows 👀
emissive textures were ghosting heavily for me
setting individual lights might be better?
Ghosting is made worse from the lack of stable geo hashes right?
yes
i believe so at least
however in the game i tested, it had stable hashes where the light was bring projected, and it still ghosted heavily
but a manually placed light source didn't
that's the emissive light
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

It's chainning time ⛓️
But wait!
Need to break the quad for every layer
Looks really neat tho
For as old as this game is, the materials are pretty good
Weird how little I feel like I see them in the game
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 ?
Mark seemed to think it might have been a bug in remix
but wait, is that the classic normal purple?
The game has normal maps, randomly in the emission mask slot

I should start with the window textures first
those emissives help so much.
How’s the nif to usd workflow going Blue?
I uploaded it to my github yesterday
it's kind of crap tbh, PyFFI uses depreciated then removed things in python that need to be patched
they fixed it on GitHub but the pypi version is old
It fails to parse several meshes
but, yeah was worth it, the whole suffix thing is not consistent, and some meshes use textures from other folders too
I’ll have to try it out 
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
I’ll run it while I chain 
Essentially the following:
pip install xxhash tqdm PyFFI PIL
usdagen.py -t textures -m meshes -hm texhashes.txt -o output.usda
texture hash maps used instead of hashing on the fly, incase you want to use different textures that would otherwise change the hash
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
then the textures folder, the generated folder it makes, and the usda go into gameReadyAssets
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
So I need to extract the meshes as well now?
PIL should be pillow right?
right, yeah
I remember getting confused about it when I tried using it the first time
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?

This thing works really well. Amazing job
It does expect the textures and generated folder to be next to the mod.usda right?
yep
So much texture
Yeah color data seems to come from the emission map in Remix. I think it's like Metallics and Roughness where if you include that it ignores the other info you gave it.
I wouldn't use EM for anything but metallics or roughness since it's only supposed to help with cubemaps.
In Anachronox my white emissive textures are causing the system to assume every light is white.
Uhh... that makes sense?
It works like that in the game, too. It's a mask, not a... color-matching glow-maker?
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.
Blue, is there anyway to set the strength of the sun as it gets passed to rtx?
It's coming in really low. It needs to typically be in the 50,000 range
Oh theres a lighting intensity in the ini
my bad
Except I'm getting the opposite of that
Like let's say part of the diffuse is black, but the "mask" is white, I'm getting white emission not the glowing diffuse
I'll just need to test how the shaders do it, busy atm though
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.
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.
Yeah sadly, some kind of system where you can say: for X shader, these inputs mean these certain things
atm I'm having the issue that the windows are always glowing, even at day
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.
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.
The part about this that I'm confused about then I suppose, the lights for the saloon have a normal map for the emission, but they are still different colors in new Vegas, but just solid normal map purple in remix
Since Remix only gets the raw textures and stuff, that's... probably not going to be dealt with.
just mod it lmao
fyi
you can check texture slots in game
if they are truly correct
No idea about remix, but the glow map in NV is sort of a tint on top of whatever's there, along with making it bright despite lighting.
It takes both the glow map's color, and the nif block's emission color, which is a separate setting the engine reads.
select object in console, SSG command
go to the shader property
you will see all textures of that geo, with filepaths
slots are named
also, windows have correct textures
I got all the texture sets through the nif, and yeah the windows are fine, I mean the string of lights
ah those
This picture
actually, makes me wonder now
is it using alpha channel of the normal
for the mask?

From what I saw in GPA, didn't seem like it
where's the code for these passes...
then it's weird to get that from normal data wtf

I wonder if this is obsidian being dumb
or if FO3 does the same
I'll have to ask nobark
I'll mess around with it once I get back home
@brazen oyster what am i supposed to be looking for
normal or fucked up
bad
the lights are using normal map as emissive
is this obsidian being special or what
yes
i don't even know which part of the normal the engine would use in that case
me neither
i'm pretty sure the gold bars in dm use the normal as an environment mask, and use the spec as the mask
which would make sense but also lazy af
third channel is the glowmap dummy
lmao
so you know now???

third slot
mf, this is the 3rd slot
in the middle of an adhd meltdown rn, remember
i can count
anyway i'm surprised there's even something there considering all the other strip lights like that don't have a mask assigned
someone give me a medal pls
maybe
cool
can I upload it here or will Roy sue me
idc
what the fuck, someone got rtx running on Barnyard???

i didn't even know that had a pc port
nobark's ditchin TTW for Barnyard modding
no i imagine it plays like ass on m&kb
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
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
don't be so shy
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
[ BSShader::SetShaders ] New pass: "BSSM_ADTS2_G"
[ BSShader::SetShaders ] Vertex "SLS2016.vso"
[ BSShader::SetShaders ] Pixel "SLS2024.pso"

yea
it uses alpha
lol
alpha's used as an emission mask?
most of that normal's alpha is black
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
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
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. 
knowing the engine, probably water
You know about Intel GPA as well right?
Does it hook into remix easier ?
oh you mean debugging remix
I just prefer it over old nsight for dx9 debugging
otherwise normally I just use RenderDoc
I never got old nsight working ngl. But I’m bad at getting legacy stuff working.
Was there ever an intel gpa that took x86 dx9?
yeah the latest still does
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
Can you multiply by the diffuse for the affected glow maps?
yeah that's what I'm going to have it do
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.

idk I have 2023 R1 installed and just used it today for looking at the normal map emission behavior
I had 0% for the longest
Only thing that worked correctly is Renderdoc and nsight 2023
If we combine them all together, we might get a single working trace.
Nsight crashes anytime I try to profile remix 
bit better
alright uploaded the emission changes for the usda writer to github
known issues: your skin glows.
that's the fake subsurface scattering
could probably fix it with a black glowmap for body textures
Just emulating that 7th-gen bloom, I see. 😂
having mostly working emission definitely looks nice, especially the casino
I ran into an issue, if you go into the sunset sarsaparilla factory, there are no lights passed to remix for some reason
@jagged chasm can't replicate
Damn. Must be a skill issue on my part 
am noticing some culling funkyness in that building though so will have to see what parts of the patch are needed for that
It does have the nice touch of having openings to the skybox so you can get some really cool lighting.
Does the RTX plugin actually account for interiors with the 'act as exterior' flag, and give it sunlight?
Yes. It ends up loading the whole exterior in LOD form around the interior.
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.
I meant the lower LOD form, like the lowest detail one.
I didn't do anything in the plugin specifically regarding that flag
I just send lighting info to remix and use one of wall's culling patches
@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
You mean roughness? Did you make sure to invert it?
yeah it's inverted
Hm.
Yea maybe if there’s no alpha or if it’s black, then there’s no roughness map for the mesh.
or it might just be more obsidian jank
Lot of touch ups by hand will need to be done 
@dusk rock good shit man gratz
what did i do?
Article
Have any you guys used the anti cull lighting with new Vegas yet?
Oh right, I wanted to send you the MO2 instance and game folder sans game files
I dont see the point , there is no culling for light with blueamulet's Newvegasrtxhelper/NewVegasrtxlights.
Anyone noticed this in other games?
https://www.youtube.com/watch?v=cRsSL7iB7nc
i'm not sure i see the issue?
shadows cast from the particle effects
they're a bit heavy though
Oh I hear the issue. You don’t have Johnny guitar playing.
lol
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....
You still want my instance/game folder?
Didnt look anything like this last time i was here. Credit goes to Blueamulet, adamplayer, Wall_soGb and others
Damn how'd you get it looking so good 
@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
I don't know what I messed up 
What's the NewVegasRTXLight.ini or log look like?
Might have the lighting pass turned off
Sorry to necropost, I think the obsoleted by link is off in this message but is correct on the release page of your fork.
I'll check it out when I can, but we've experienced random hangs with the newer bridge that don't happen on my patch, so unsure what to have the status as
Newer as in as of MR "Bridge doesnt handle concurrent D3D9 module and device calls safely"?
Yes
Is that discussion in this thread?
#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
Thank you
I uploaded that old "hack" to #1095455547748257862 , cause et helped once more,this time with skyrim LE(same multiple bridge commands error) , crash on startup right before the menu(used dxvk remix #93 )
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.
Per Wall, it was whenever the game loaded textures.
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
It was triggered mostly from going from indoors to outdoors if that helps. I haven’t played for a long enough period of time to get the crash again.
I think Nick is asking about the recent hangs since his changes were merged late last week.
Ah my bad. I guess I can use this as an excuse to play the game more 
If I get a spot where it occurs I’ll submit an issue with the save attached. 👍
This is the build I believe Darko and BlueAmulet were using when they hit those hangs. https://github.com/NVIDIAGameWorks/bridge-remix/actions/runs/5095209923
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.
PassLights=True
LightRangeMode=0
DisableCulling=True
SunLight=True
VisualSun=True
SkipRenderPass=True
LightIntensity=1000```
1000 wot
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
but I've been seeing shadows
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
Yes, i have that 4d6dc56-release marked(in my pc) as Crash after 10-20 min.
the intensity option in the build you're using doesn't even affect the sunlight
Well fug
also yeah, new build of helper plugin on github
I added moonlight intensity option and added the intensity factor to the sunlight
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).
I had some thought on this, I think it’s something to do with the materials more than the lighting itself. 
I think that, as well. Without proper materials, you only have the global reflection scale.
Hopefully the material converter can work, because the game is capable of decent metallic-like materials, and I believe it could hold up in RTX.
In the mean time it means I get to remix materials 
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.
Pipboy light in action
https://www.youtube.com/watch?v=bYnr0yzvLqQ
the game is capable of having kinda decent metallic materials but almost none of the vanilla assets are set up to support it
I’ve been looking for a plug-in that can handle it for a while with no luck as well lol
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.
I wonder what that looks like with Wall's positional Pip-Boy light mod?
Okay, so you can get the usd mesh to load easy enough into substance painter

Your gonna paint textures interesting I'm a node substance designer myself
Are you able to use existing textures in substance deisgner?
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
I wish the mesh.usda stored the UV map instead of making its own.
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
So I’m thinking the low performance outdoors may be due to how remix handles alpha textures.
that lines up with something i ran into on Skyrim
Is the world geometry full of decals there?
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
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.
grass and foliage is screwed up in Skyrim actually, lots of vertex explosions. so just ignore what i said
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
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
well, we seem to have managed stable hashes actually. unfortunately there's still some weird stuff going on, so i'm not sure if it's actually stable
but it seems to be
Like in game? Seems like some Bethesda jank 
Weird. The only game on this engine that Id expect that is fallout 3.
we added this to rtx.conf: rtx.geometryAssetHashRuleString = positions,indices,texcoords,geometrydescriptor,vertexlayout
it removes vertexshaders as part of the calculations for geometry hash rendering
hopefully it does. it's important to note that this only benefits rendering, not captures
more info here: #1097563444137427056 message
Gonna try that in Stalker CS too...
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
@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
Not sure. I don’t have that issue in game. With captures foliage appears as a few pixels for some reason.
interesting
we have issues with meshes overlapping and being placed on top of each other in captures
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
hm
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.
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 😦
How does the new terrain blending work?
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
So stable hashes helped a bit but not anything to write home about
I still think this this may be the issue that causes the most, a lot of textures that should be opaque seem to get marked as transparent by remix
Does it have to do with the fade in effect the game does for LoD objects?
Not sure, might be though now that you say that
I don't quite know how to disable that
what were you hoping it would help with? also what did it actually help with, i'm curious
this?
Nah just fps in general
ah, yeah. it wouldn't help with that afaik, just rendering issues/glitches
Seems the disabling culling still causes insane performance issues
Disabling that and doing the FOV trick seem to be a good in between
does the FOV trick work in NV too?
I think so
and what did it help with?
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
It went up by a fraction of FPS I believe. Like .2
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?
Correct
okay. in that case, i think your captures should also be stable given that geometry hash debug view
As in comparing hashes between captures?
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
Ah, I'll try adding a light to a mesh and see what comes of it 👍
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
Doesn't stick in the right place as previously expected.
ugh
same issue as Skyrim and Barnyard
i did open an issue for that already, nothing has come of it yet
if you want to add to it @jagged chasm: https://github.com/NVIDIAGameWorks/rtx-remix/issues/181
is it runtime's problem?
I think it's a shader capture problem
yeah
it's definitely something with shaders
all of the games that have this issue use shaders for the terrain
you know what scares me
the lighting looks so flat, it looks identical to FO4
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.
this wasn't shared to me in confidence and it surly resembles it, it's amazing
Indeed, it does.
Nah homie, I gotchu.
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
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
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
Eh, I just slapped a disc light in there. Didn't really try to make it pretty
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
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.
no
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
btw, don't let the name fool you
geometry is not batched

it is essentially the same as skyrim, except with an added roughness map. which just switches to lower res mipmaps on the environment map with greater levels of roughness
it's only sorted
Oh so it looking like FO4 is pretty wild then. That's quite a jump to make for it to make.
although i think skyrim had much better normal maps when combined with cubemaps than NV did
yea esp as FO4 is the first title to use a mixed renderer
it uses forward and deferred
everything prior was forward
Even with the mod usda with the games original materials ported over to remix?
so like, that got overhauled
material system got overhauled af too
but materials themselves?

stayed pretty much similar
sorry, what do you mean?
esp as cubemap shaders are broken by default

they are a bit better with 3.0 shaders, but the normal map influence is still weak
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.
they'll definitely look better but without baked normal maps they won't really touch anything from the last ten years or so
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
Is there any examples of assets with higher quality baked normal maps I could try out?
many, it's kinda difficult to give specific suggestions
especially in terms of weapons, there are plenty of high quality replacers around
this guy also does reduxes of various environment art https://www.nexusmods.com/newvegas/users/90554463
Using Blue's script, we can actually change the textures really easily and during runtime.
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
But the problem is most vanilla assets lack a metallic + gloss map lol
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
(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
Feel free to use any of my work for this project, if source files are needed I can provide those too
Its back, the legal issues have been solved, the DRM is reimplemented back in.
https://www.nexusmods.com/newvegas/mods/81281?tab=description
oo nice
Hey, have you guys managed to add Lights ingame through Create?
well lets see how this goes
good game anyway
is there a rtx.conf file?
This will probably be useful for you,
#1106553248590090351 message
so my game just looks like a normal map
everything seems pretty normal here...
Alot of Nuka Quantum was spilled
Yeah I've got no clue though all I've done is toss in an updated dxvk and bridge 4gb patch and rtx helper
@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..
so how was outside 'fixed'?
I dont know exactly, blueamulet or adamplayer should know
Magic
Blue would know more than me.
Been dark how are things?
At least two 3d modelers have offered to let their models be used as good replacements for base game models.
nice, I assume the lull is also just waiting for updates to Remiz for some hopefully better and more consistent compatability
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.
Have you tried changing the hash string to make them stable?
Yes but then they’re relative to the player position
#1106553248590090351 message
Have you tried removing positions or texcoords?
No, not yet.
I also offer my 3d skills
When model replacements are easy enough to do
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?
Yea. The removal of culling is hard on the system
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.

Tried the guide with my preexisting TTW and everything is silver 
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?
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.
I just like DLAA.
not to be rude but is there any progress?
Nah, not at least from me
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)
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. 😛
Nice
i got addicted to the game 💀
ncr? legionary? lonesome? Tell Us
Those are rookie numbers.
Well considering i bought the game just a week ago
Only finished one ending myself, plan to do another few someday,
not sure if it is just me but the tick fix mod seems to help a fair bit with fps
Yeah, I believe it's because the engine's vsync and ticks per second are mismatched. NV is weird...
Do you mean to tell me a game by Bethesda and Obsidian has bugs?
Bethesda / Obsidian bugs are just built different
And also not sure if it is just me but vats seems to somehow be broken as it always has 0% hit chance
Yes it relies on a shader I believe.
the hit chances are calculated in the shader?!?!
that seems really stupid
That Bethesda engine quality
why
it's literally the only proper way to check visual occlusion
How did you get everything to look normal with alpha blended
I don't know about them, but I went through and marked loads of applicable textures with 'Legacy Cutout', and that looks pretty decent.
also what mods are you using?
has anyone had an issue where some captures contain nothing
where in the screenshot anything that is 1kb in size is an empty capture
Yes, you have to take them twice sometimes depending on the game
In Garry's mod it crashes remix
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
No like
It crashes entirely
For me
The game is still on
But bridge crashes
yeah that is what also happens
but it seems to only happen in that one spot (the cave to the honest hearts dlc)
tried to improve the power armour with pbr
try checking the <Game_Exe_name>_d3d9.log, see if it has any logs about the crash
Make sure you have .trex/usd installed from the full RTX Remix release, it's not included with DXVK-Remix actions.
I do have it
Is the a fix to the captures being sideways.
Where is that?
because i think i have tried that and it doesn't work if it is the one in paramter settings
#1096847508002590760 message
^
if this is for Barnyard, no
but for NV, the fix above should indeed work
worked fine when i did it
i know barnyard is just like that because how it is in the game files but i'll show the issue
and it is for new vegas
and it is still sideways
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
like this?
You maybe have to reload it if it didn't change up axis
I had same problem, fixed it with that.
- 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
In omniverse...
What's this?
Fallout NewVegas in omniverse, Prospector's Saloon.Easy Pete's Chair i think
So not in game?
Yes, Not ingame. Not Yet...
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.
You break apart the mesh, only one material per mesh
Then do a mesh replacement and have it reference both xforms.
I just made a single export from blender containing 2 meshes and added a single reference to a single xform. Works the same. The mesh must also be opened and have different materials for each mesh part
That Anti killing is really powerful, thanks to blueamulet,
just 1 capture from goodsprings and the entire map is captured with the main landmarks
It does just bypass every form of culling in the game 
No more Fish tiles.
Clarification:Water has tranparent shader with IOR. will upload short vid...
I couldn't imagine the fps
watch me do
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
E-splain THIS!!!
https://www.youtube.com/watch?v=cv76pamwM90
is the ingame reflections interfering or was suppose to be like that?
@lavish isle They are upside down and i have no clue why. In Omniverse et looks like a movie
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?
I see Capture's axis, Z
Mod.usda , Y
I was switcing previous just to make et posible for navigation
I put both world axis in Z , will test again now
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
so the window model is zup as well?
or house?
how do i check that? i see orientation lefthanded (or righthanded)
so look for the mesh in stage ?
yea
the numbers are sorted by texture
for the model
dont forget you can also flip in blender
@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.
do you need all the DLCs for it to work?
for remix no
||i've done it, after a long walk all the way around the map.||
?
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)
Couldn't you have just done the quest
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.
Issue with the upsidedown reflection solved. Easy...
Disable the "capture Normals from shader"
All normals looked ..abnormal... not just on windows.
@lavish isle
A small glimpse...
https://www.youtube.com/watch?v=itGtW_4tLUo
remix crashes from the anticulling(runs no problem with culling) when rotating the view from about 90 to 180grades. The loading of geometry probably shutdown remix.Game continues on in the background.
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.
@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
So I made the adjustments, but it still is not letting me move in the overlay menu. Fallout NV does move the mouse and keyboard in game. Just not in the overlay.
@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)
I got it working. Thanks.
game crashes a few minutes in with remix installed.
...actually about the second i scroll a little down on the texture list.
Try the "remix-mbc_hack" from BlueAmulet,Might help.
Looks like we'll need to get rid of culling with game specific patches
@jagged chasm Have you take a look on this?
BlueAmulet made a patch for this game that removes culling entirely
@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?
theres one for fnv on nexus
a patcher
4gb patchers the same
the one for fnv looks for the exe is all
I thought you were using the anti-culling function of remix seeing the video you posted
Nah, that doesnt work.I suppose you know. The anti culling (NewVegasRTXLight.dll)is custom made by BlueAmulet for New Vegas
What does NEE do compared to indirect/emissives...
video unavailable
It is avilable for me?
Jukebox playing American song unavailable in russia 😁
I looked through vpn)
You people are ridiculous...
In a good way of course
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)
BlueAmulet's NewVegas Anticulling in action
Bridge.conf edited :
useSharedHeap = True
sharedHeapPolicy = Textures, StaticBuffers
sharedHeapDefaultSegmentSize = 1GB
sharedHeapChunkSize = 16kB
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
Darko my beloved
Doing the good work
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
Damn
that's why you watch it on youtube.
Wait is this rtx remix anti culling or a mod?
We don't have to render the whole world if its a mod
mod from BlueAmulet,Not from remix!
Yes, thats why the performance is pretty bad.At least outside.And some bigger interiors struggle too
and of course the anticull doesnt play well witch changing DLSS settings...
Tried the new POM in remix on the rocks
looks fuzzy somehow
it's gonna make detailing terrain and objects so much easier though
Well it was generated with the chain i posted
I might give it more of a blur
It is supposed to have better shader and culling support so hopefully it can start to actually be used and shipped
hold on maybe I'll have to uninstall my 150 mods
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
could be the game depending on mods, there are some current known crashes related to looting and containers
even on a 100% vanilla install?
well I said "depending on mods", so no 😄
does any other instance where the game goes into menu mode crash?
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
the game does weird stuff in both occasions, so that makes some sense
@polar prawn worth noting xNVSE doesn't support the Epic Store version unless you use a patcher to downgrade it to the original exe
Yes I know, that's how I have 150 mods on my NV
@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.
Ok that produced some interesting results
Now I need to play with the lights settings on the step 2 tab
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
aw this is how it looks with RTX Helper and tlb
is this still get worked on?
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
Performance is likely too bad to really do much beyond proof of concept at this point.
its this, gog version
i tried rtx.skyBoxTextures = but its better not fixed
Did you try to use the tlb command?
See if this is any better @tulip vector
It’s been “fixed” now it just crashes when doing anything including alt+tab
Have you tried the remix-mbc_hack from blueamulet? (although thats more for memory issues ,but i dont know it might help)
Are there any videos showcasing progress or anything at all ? Very interested in this
Development pretty much stopped until Remix is improved enough to work with the game without crashing constantly
fire in the hole🗣️🗣️
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)
wonder if open beta release will help
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.
That version is going to be basically no different from the GitHub actions builds you can download right now
I agree.Thats why i comeback to this one.Fallout3 is my favorite not NewVegas(i like et but not as much).
Some of these textures are from a texture pack tho. NMCs_Texture_Pack_For_New_Vegas
Also I dont think the pack covers all textures
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.
ah so unlikley this will be functional for a long while
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 😂
tales of 2 wastelands is a mod to add 3 and new vegas together if you wana try it as well
I have a super stable mod list right now with ttw and I wanna get remix working for NV real bad
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
@lavish isle
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:
ty
Thanks @hearty crane I'm gonna play around with that .conf and see what I can get done with it!
@hearty crane sorry to bother you but im getting a black screen after loading into game
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
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
i switched between them and no dice it doesnt even react to it. it seems like its acting as if there isnt a sky
volumetric lighting?
i have the game on the lowest settings unless im missing something
When you are in texture selction mode (gamesetup->Step1) can you see any outline of geometry when you hover with the mouse in game?
yes that works
wait...did you use all the requirements with nvse and everything described in the main post?
the UI from the game appears?
go to rendering->Lighing tab see if direct and indirect are off
select ANY geometry and mark it as World space UI, that should make et emissive, just as a test
better now i can actually see
i've noticed in some games if you do that it just completely removes remix
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
ahh makes sense
but i'll probably start with a fresh install you know fallout anything thats been remotely touched will break something
no joke. With certain grass/vegetation texture for example in NewVegas to be precise
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
Dont thank me.Thank The Engineers from Nvidia , AdamPlayer and BlueAmulet otherwise this wouldn't work
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
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.
it looked super good, was thoroughly impressed
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)
aye bro same but hopefully remix will become more stable
because it's definitely got its quarks
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.
gotta love the creation engine
Heres the bridge conf from trex. there are couple of Memory commands i enabled.Maybe thats why it doesnt crash.
if anyone needs it
that and when i look a certin direction its just goes black
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
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
rendering->alpha test/blending
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?
@lavish isle What chu got?
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
also,
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)
k
Maybe the body is selected as UI or something else
player model body
if you deselect it as player model body? does it look pathtraced?
no
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
npc next door is fine though
so not all weapon models in NewVegas are path traced in my case. Plasma rifle is not(some shader issue)
when is first person it looks like the player model is in front of me
The 5.56 Machine gun is, as my last choppy video showed



