#Fallout New Vegas

1 messages · Page 6 of 1

hearty crane
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I think thats from being selected as player model.not sure. i almost never use that cause it doesnt give me results that i expect 😄 😁

lavish isle
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hmm

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ill mess with it tomorrow some more seems this is gonna take some work

hearty crane
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Suposedly that option is for 1st person, But... the actual body to be retained/to cast shadows ,be in reflecitons and so on...

lavish isle
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the camera is something too

hearty crane
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As far as ive heard

lavish isle
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wonder if it can be replaced

hearty crane
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So if you deselect the body/armor from any of the player model options, its raster ? right? you cant select it with hovering over with mouse?

lavish isle
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its just rasterized, anything else its gone

hearty crane
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Dont got a clue for that. In skyrim you turn the camera and the sword becomes a "glass" sillouette with dark outlines, its like some UI or post processing is connected to a certain shader. Again im not a programer to explain what actualy is going on.
And i want to clarify there are many issues in NewVegas but i dont place em front and center.
One of those illogical things are the "outilnes" of some geo.Picture frames, or bellow a pooltabe, etc...that seem to be baked in ambient occlusion(AO decal?) , but when you go to that texture asuming its some sort of dark texture or lightmap, what you find is nonsense. You get some texture from another geometry(a radio for example)...😣

dusty lynx
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iirc there were some odd things that should have been marked as ui but doing so would cause rasterization of other parts of the world. When I was interested in remix I had a modified version of dxvk-remix that let me press a button to unmark the last detected UI element and I could just hit that repeatedly until the world stopped being rasterized.

hearty crane
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Test to see the woes of a CPU. BlueAmulets anticull engaged.Reflection Values are cranked on purpose.

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If someone can test this anticull with 7800x3d (or at least some powerfull cpu in that range)dat wood bee interesting.Is it the engine causing problem or the cpu?(or boat⛵ ?)

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For the record:Dont get your hopes up on my account, im not working any any game.

dusk rock
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almost certainly an engine limitation combined with being limited to a single thread?

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or very few threads

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if i ever manage to get this working on my system, i'll report back

stuck harness
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How doesn't it work?

dusk rock
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for whatever reason, i could never get it running. it just crashes upon boot when following the instructions

hearty crane
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maybe the ini has something that prevents from starting:
heres mine

fiery axle
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do we have a guide for the actual settings for Remix i followed the guide that was pinned however that yeilded poor results any ideas?

hearty crane
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If these work for most of you, Kim should pin them

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@fiery axle try these files
rtx -> main dir
Bridge -> trex folder

fiery axle
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Thank you the RTX.conf should be exactly what I need! I'm hopefully close to on having a playable experience!

solemn nacelle
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whats happening here?

dusk rock
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it's the game's built in godrays showing up in Remix

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you can hide them manually. if you used the latest rtx.conf file posted right above, you shouldn't even have that issue?

solemn nacelle
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im completely new to this i just got done with the viva new vegas guide and i put the 2 configs in place still looks off

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are there mods im not supposed to have

hearty crane
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Like kim said that option should be saved in the rtx.conf but if for some reason it isnt,flip that off, if its on.And if that does nothing try the one above it. Learn,experiment ... No one said its perfect. And no mods, no one needs aditional complexity, its already too complex

solemn nacelle
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ok ill try that next im doing a clean install

hearty crane
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@solemn nacelle first try flipping those options in alpha blending tab,if it gets you nowhere..then you can reinstall

solemn nacelle
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too late lol

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are you able to capture scenes and go into remix and do ai upscaling textures n stuff like that?

hearty crane
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so far i only did it omniverse for new vegas not in toolkit

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in the toolkit maxpayne2 and Stalker ClearSky(i started these in omniverse too)

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also swat4 in omniverse

solemn nacelle
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i was lookin at the morrowind vid on yt and seen you could do that and thought thats was amazing so i wanted to give it a try

hearty crane
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havent tried the upscaling in toolkit.maybe one texture to see what maps it will generate

solemn nacelle
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i wanna make texture mods using this and see how it will turn out

hearty crane
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from what ive seen others do with the upscaler, its ATROCIOUS ... no comparison with what they advertised

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even the advertised pics are not so inteligent, from ceramic tiles to stone tiles

solemn nacelle
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ahh the good ol ubsoft downgrade lol

hearty crane
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i dont know much about the inner workings to be talking details, maybe its user error, maybe there are different profilers to be used and the one they advertised is not ready. i simply do not know

solemn nacelle
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yeah anyways ill give it a try

woeful swallow
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What about the pre existing texture mods?

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Why not just ask for permission to use them

signal wave
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i don't want sound like an ass but why is no one working on new vegas? is it because the game engine is hard to work with or is it because there not a lot of interest in the game?

raw slate
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I think performance wise it's terrible so even if someone would work on it no one will play it

rustic pine
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too much crashing

barren jungle
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Even the mod made just for the game, New Vegas Reloaded, is extremely intensive even on the best hardware and fairly prone to crashing so I think RTX Remix ever being stable on the engine is a bit of a pipe dream

summer cargo
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I want to say Fallout 3 is in progress but I'm not sure what the status is-- I feel like that game is more likely to work with Remix sooner. I should probably dig up the code to that asset converter I made a while back to make a USDA for that game but I don't have a time window for doing that.

dusk rock
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FO3 is far less popular, i haven't seen anything going on with it. FNV was definitely further along last i checked

brazen oyster
severe plover
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Really? Can anyone confirm perf is bad on a 12900K or later and a 4090?

wintry agate
glacial sedge
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well i have one question and probably know the answer

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should i buy new vegas on a whim to play it with remix

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actually play the game

polar prawn
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Remix compatibility is still bad, tons of issues and the current way to deal with geometry culling heavily drops performance

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We depend on the RTX Remix devs to fix the compatibility issues for FNV

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still you should buy this game just to mod it in whatever way you want, follow the Viva New Vegas guide for more info

severe plover
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Still one of the GOATs. Definitely play.

glacial sedge
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i mean could i play the story with remix without it being that bad

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like holding guns and shooting isnt super messed up

severe plover
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Can someone with a 4090 and the latest AMD or Intel beast CPU tell us their average indoor and outdoor frame rate?

glacial sedge
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well im downloading the game now, does the newest remix work with it?

glacial sedge
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Hey I finished the instructions and I used the rtx and bridge config you posted earlier however everything is quite broken, looking at the pip boy the screen is just black and stuff is pretty screwy

hearty crane
hearty crane
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And this engine acts weird like that, if you solve one issue another one most likely will appear

dusk rock
dusk rock
hearty crane
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#409 , Vertex capture cleanup, vertexes start dancing around , if you stay still it gets worse and worse

dusk rock
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😦

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is there an open issue about this?

hearty crane
# dusk rock 😦

Yes, some1 had similar issue in batman lego , told em to try the #408.Et worked(tho another problem remained in that particular game with normals or something.Prob separate issue)

dusk rock
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i'll revert to that build for Barnyard really quick just to see what happens

edit: no luck

hearty crane
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Actualy im not sure if the issue is open but he said he will open it.To be clear

dusk rock
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okay. so long as it's planned, that's good 😛

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hopefully it can be fixed

dusk rock
hearty crane
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users....documents>my games>FalloutNV
Next to where the saves are
Or maybe paste in Fallout_default.ini in the main dir.Sohuld be the same file.
Still dont know which one the game reads actualy.

dusk rock
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hm

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well, this is all i see unfortunately. solid black

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i did put it in Documents

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oh, there we go

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(i forgot to install the NVSE patches and all that)

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@hearty crane sorry, one last ping. is it normal to not be able to open the Remix overlay?

hearty crane
dusk rock
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i found it

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thank you

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sadly setting that didn't work

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ugh i fixed it. i'm not thinking well today

hearty crane
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No worries. I make alot of mistakes too

dusk rock
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there's this very... interesting orange-ness to everything 😛

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performance is pretty good on my system though

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well, considering what it's doing

hearty crane
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Something wong...

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😄

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the terrain maybe

dusk rock
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yeah, it's rasterized

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ah there. a window was marked as ui for some reason

hearty crane
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also the volumetrics might be heavy , tone em down see what happens, and yes there is heavy yellownes and sometimes other pinkish or violet sky emissive collor(as the day go by)

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@dusk rock Now for the key part...
Dont know if its disabled/false by default.

dusk rock
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it is set to True by default

hearty crane
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Yeeees... 🙂

dusk rock
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every time i alt-tab, performance gets about 500,000x worse, lol

hearty crane
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ughhh

dusk rock
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i started out at about 35 FPS when i went outside

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it is now... 5 😛

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looks pretty decent now though

hearty crane
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if you can get in the general store the hide from the general storm of low FPSness, See what the latency windows says(inside and then outside)
And do tell if the graph goes crazy for a second or two , then reads normaly/correct values, the goes crazy again

dusk rock
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something is still not quite right though, lol

hearty crane
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random textures get slapped over the work in conversations

dusk rock
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yeah, right now she's a dirty window decal

dusk rock
hearty crane
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Thats one of the main issues with a "seemingly" baked AO texture or maybe dirt texture. If you ignore it a radio may disappear , or something else. 😄 😄 😄

dusk rock
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😛

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is it not possible to implement our own level of culling with xNVSE, instead of disabling it entirely? culling anything outside of a certain range behind the player would probably work well

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here's my initial performance

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whatever this mesh is, textures are constantly assigned to it, blocking light?

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i do have the mesh mod, maybe it's not installed properly though

hearty crane
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Roswell space alien...thingy 👽

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you know... it might be a severly scaled down dome , clounds or dust or something like that. Usually particle effects dont look like that

dusk rock
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Skyrim has a similar dome, though it can be ignored easily because textures aren't randomly assigned to it

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so my FPS just stopped dropping for some reason after a game restart. not sure what changed

hearty crane
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Even tho i see it uses more than just one core on the pic you sent

dusk rock
dusk rock
hearty crane
dusk rock
hearty crane
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that anti cull is HEAVY , as you might have seen in that short video

dusk rock
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and yeah, it's great. i was expecting like 15 FPS consistently

dusk rock
hearty crane
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40 % of 12700k, Wooh..

dusk rock
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pretty messy graphs too, lol

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but yeah. i really hope this project goes somewhere & things can be figured out. unfortunately the level of work required on this game is beyond me

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@severe plover here's the performance you can expect ^

hearty crane
glacial sedge
hearty crane
glacial sedge
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oh so the newest release works just not the dxvk

hearty crane
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the newest release RtxRemix has some of these(dxvk-remix) releases included in it. Not necessarily the newest.

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I dont know if they pick and choose which build to include or just the latest tested dxvk-remix at the time of packing the official RtxRemix runtime

glacial sedge
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hm, okay i got the older dxvk and the new conf i will let you know how it runs

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@hearty crane So the game is now completely black

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Except for the hud

hearty crane
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@glacial sedge Put the fallout ini here

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that should help

glacial sedge
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Okay will do I’ll let you know

glacial sedge
hearty crane
glacial sedge
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Where do I find the fallout ini

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Okay I see it in documents

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So what do I do with it

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I don’t understand the next steps

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I copied it and put it in the main directory is that what it means

hearty crane
hearty crane
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Paste the file over it

glacial sedge
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Paste which file ?

hearty crane
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This one.Scroll up cause i might have changed something since then.Dont wanna give you different file

glacial sedge
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okay i did, i shall try again now

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It’s still black

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The only way I can see is if I turn on fallback lights

hearty crane
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well same issue as kim ... you havent installed the NewVegasRtx files , from blueamulet

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@glacial sedge

glacial sedge
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if this is any help it looks like this

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and ill do that i just didnt see it on the pinned instructions list

hearty crane
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Ye i think thats basicaly what remix does, tho for direct lights you need the nvse patches and all the files from blueamulet which convert the base game direct lights to be translated in remix. Thats why its dark inside , no emissives and no RTXDI engaged so you cant see notin. 😄

glacial sedge
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yeah i got those blue amulet pacthes

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i guess i skipped this part tho

glacial sedge
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As well as this lol

hearty crane
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Well... seems all selected textures dont really translate to another PC. So you need to select it manualy

glacial sedge
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Oh okay

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Should I set them as ui

hearty crane
glacial sedge
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I meant the pip boy

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That seemed to work

hearty crane
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I dont remember exactly either UI or sky for the pip.

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also in rendering > alpha blending, disable the 4th box. i see you have normal maps showing as emissives

glacial sedge
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The 4th was disabled

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I disabled the 3

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That fixed them

glacial sedge
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Well I think I’ve fixed most of it but it will seems kind off and I’m going to assume it’s because of the textures

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Are there any rtx textures people have made for nv

hearty crane
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Its not perfect by any means , i use NMC texture pack which replaces many but not all , as far as i see.

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and with that pack "you" will complain about the terrain cause its blocks of textures, not blended together

dusk rock
hearty crane
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I had those issues solved long time ago(i aint leaving that stuff to look like that 😄 ) but somehow they are either not saved or they dont translate to other machines.

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rtx.conf wise, FNV is weird .
1 Egg sample: Saving with separate denoiser for direct/indirect doesnt save.Tho in other games it does.

glacial sedge
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Instead of everything being legacy materials controlled by a roughness slider

hearty crane
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Sorry,i didnt comprehend your question.
I generated pbr with chainner

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BUT... there is ALOOOOOOOOOOOT of manual editing

glacial sedge
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Yeah I imagined I did some 300 textures for Garry’s mod and that really isn’t that much

hearty crane
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this game may have more then 4000 , maybe alot more. I have some areas captured and i see 1473..so far.

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that doesnt necesseraly mean that all those textures will be edited but still , its a massive game compared to most.

glacial sedge
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Damn

hearty crane
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not even a quarter of the base game was captured

glacial sedge
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So I’m guessing since I’m probably not going to get into that stuff right now is that using that pack you then used chainner to generate pbr and then manually tweaked some

hearty crane
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Yeah, istalled the pack then ran through chainner. then another capture same deal. after a while a started to edit some textures manualy

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i mean create roughness maps manualy or emissives(chainner emissives were too exposed and no gradients/nuances like the original texture)

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its too slow, too hard especialy for this game

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But im amused to see how et can look so i do et , not complaning

glacial sedge
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Looks like we got our work cut out for us

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Hope a remix update comes out and fixes a huge amount of stuff making this easier

hearty crane
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I never claimed to be doing this or any project.Just keeping my selfamused.Got fascinated at the possibilities of realistic lighting in certain games(not any and all old games).
Nvidia needs to pay modders for all this effort , time, and spent bills etc.
Because after a project is finished, it will be used as unofficial comerical for the current gen of GPUs. that might mean the 50series or 60 doesnt really matter.
This 3080ti is power hungry someone has to pay those bills. 😄

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I already see some people salivating from half finished remixes. They see the capabilities of the tool.

glacial sedge
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Yeah I’m just doing it for myself too, I don’t have the know how to actually complete a real project only really set it up after asking a lot of questions lol. And that’s definitely a good point about getting paid, nvdia would just take the project make an advertisement and make money off of someone else’s work. I wonder how much longer it’ll be till remix starts getting to its peak with stability compatibility and ease of use without all this random stuff we have to do for just about any game

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And hell the most crazy thing would be if remix could ever possibly work with newer games, that would change everything

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Extremely unlikely or just a very very long time, but the dream of playing Skyrim special edition with mods with remix or red dead 2 and many more is more captivating than the truth that it’s unlikely lol

dusk rock
glacial sedge
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Yeah, they gotta get their intended purpose in good order first

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I can only dream lol

dusk rock
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lol, yeah

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it's nice to mention that and not have someone argue back that Nvidia needs to shift their entire focus or something 😛

glacial sedge
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Yeah, if they couldn’t even do most old games as it stands how would they just jump to newer games lol

hearty crane
glacial sedge
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Yeah that’s another thing I’ve imagined, with all these tools out hopefully way more games now will start being implemented with rtx out of the box

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Damn this is why I don’t comes to this channel, the second I start thinking about rtx remix and games I can’t stop and go on a binder trying to add it to games

glacial sedge
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@hearty crane do you have any pictures of your game with your pbr textures and how it looks compared to mine

severe plover
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An FNV remaster seems like a no-brainer and I wonder why it’s been shot down in internal conversations by the owners.

glacial sedge
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I think it’s just because of how broken and hard it is rn

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Kinda need a remix update to hopefully fix a lot

hearty crane
# glacial sedge <@1040060506834223135> do you have any pictures of your game with your pbr textu...

https://www.youtube.com/watch?v=UmgvF2mEYmg
ignore the windows transparency issue, i tested new capture(for remix tool) forgot to apply read-only on that texture.Keep in mind some textures are up-rezed by chainner and some i did manualy with Topaz photo-Ai(Those that look better=Topaz). I had to see how they looked ingame,not too bad but still artificial(go fig).

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also messed up something with removing the normals from nmc texture pack. Terrain is slightly worse also.

glacial sedge
hearty crane
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If you want see some semi transparent military tents + some pretty interesting floor roughness map inside McCarran , you need to pay up.

glacial sedge
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I have a core i7 and laptop rtx 3060

hearty crane
glacial sedge
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Ah okay, i only have anti cull lights on

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I guess I’ll be trying out chainner soon, I’ve been playing some of the story already with remix

hearty crane
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The anticull from remix doesnt really work.Retains too little and causes other problems, what im reffering to is the custom made from Wall_soGB( i thought Blueamulet made et)

glacial sedge
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Oh

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Also it seems like you fixed the terrain clipping or whatever it is

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I didn’t see a second random terrain texture clipping through the main one coming in and out of existence

hearty crane
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Its not fixed seems random to me. Got in to McCarran and terrain tex dissapeared(gets exchanged with some global terrain map ,low res) , rotated camera, et reappears...

glacial sedge
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Ah alright

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Well I’m might try it out in a little while, I don’t have much time today tho unfortunately

glacial sedge
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So how should I add normals maps and start doing all that with nv, should I use omniverse? Octotex or chainner ?

hearty crane
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I dont know if you should waste your time because... Even if you finish all the texturing , you cant add lights with the toolkit 😦 . Im stuck with 8 lights in interiors.(maybe im missing something)
But if you want lo learn and stuff , id start with Chainner for generation and use omniverse for the tex maps implementation.

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Yesterday i was seting up lights with GECK , and only some are in the scene(total of 8 )

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Tried attaching lights to mesh in the remix toolkit, which works in other games. 0 effect in this one. Maybe im doing smething wrong. Ill leave it for now.

glacial sedge
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I’m guessing it’s not possible to send your files for my game to look exactly like yours and if it was I’d understand if you didn’t want to

hearty crane
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Tho you still need to manualy edit different maps. you cant just slap em willy nilly many require customisation (applies for all games).

glacial sedge
hearty crane
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I was trying to add lights through the remix toolkit not the remix UI(runtime)

fresh belfry
fresh belfry
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I just realised I quoted you while reaponsing to you 🙃
Gee, today sure is one of The Days of all time

dusk rock
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lol

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if there's a simple way to mod it to remove that, it'd go a long way. it was causing a ton of issues

fresh belfry
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You can do a mesh replacement without a.. well, mesh to replace it with.
Basically hide it by the mesh hash. (Grabbed from capture)
Its what I did for a while with Oblivion and it doesnt rely on texture hacks.

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Who did the no-cull patch for FNV? Was that you or BlueAmulet or..?

dusk rock
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it needs to be replaced in the base game

dusk rock
fresh belfry
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... oh
Its stable in Oblivion, or at least it was 😂
Miiiight need to change the geometry hash rules tho.
I know I did at some point, dont remember what version.
Ill make a note to check tonight 👍

keen niche
fresh belfry
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Alright, so apparently my notes are a bit all over the place, but by modifying one of these (and I forget which 😅 ) you can change how the geometry hashes are calculated and get something a lot more stable.
The risk of course is that if you remove too many determinators you're more likely to create hash collisions.
rtx.geometryAssetHashRuleString
rtx.geometryGenerationHashRuleString

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(These are in rtx.conf)

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I'm pretty sure NV_Mark has some comments about this from several months back in... uhh... #1096847508002590760 I think

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Aha! Here: #general-remix message

fresh belfry
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(You probably were already familiar with all this, but its a good reference for any new people hopefully 😅)

hearty crane
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Disabling enhancements doesnt help

summer cargo
hearty crane
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@summer cargo
The patch is from blueamulet, and its expired from the link/github.
I have it on my drive from way back when. Its old ...old dxvk layout/features

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For anyone trying to run NewVegas, the last commit i suggest is dxvk-remix #408 ‼️

summer cargo
hearty crane
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actually , now that i think about it , i think the multi bridge crash happened after walking some distance in game world.This is different, the loading screen is the only thing that remains on-scr ,game runs in bckgnd and you cannot access the remix menu so its remix unhooking after loading

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Far as i remember...

dusk rock
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i'll mess with it

dusk rock
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someone did mess with it, but the values are totally wrong. there's more than the default, which may have led to these issues

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oki doki, all fixed

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i don't have the odd mesh issues anymore. however, performance also seems drastically worse for some reason

hearty crane
dusk rock
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408, as you instructed

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i'll try updating to see if that's fixed now

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@hearty crane i see the issue you were talking about. it seems to only happen when the fake AO stuff is on screen, otherwise it's okay. if we can find a way to remove that stuff through nvse, it should be pretty dang stable now

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i've also begun setting terrain textures properly so they blend

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@simple gazelle could having too many unnecessary settings in rtx.geometryGenerationHashRuleString theoretically cause performance issues?

simple gazelle
dusk rock
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positions,indices,texcoords,geometrydescriptor,vertexlayout,vertexshader

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someone had mistakenly configured this game to have less, and performance was noticeably worse after configuring it to the default (listed above). however i'm not sure if this was due to this change, or if it's just the game acting funky

simple gazelle
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Well, we have to generate each hash component that is used for any rule (asset and geometry). I suppose there would be a lower per-drawcall cost if you removed the more expensive hashes to generate, like positions

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but you'd be much more likely to run into hash collisions that way

dusk rock
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what would hash collisions present as?

simple gazelle
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generating those hashes is done in worker threads though, I'd be surprised if they were a considerable perf issue.

hash collision means 2 completely different draw calls are being identified as using the same asset - most common would be two assets with the same material and the same number of vertices, but different actual shapes. like a broken table vs an intact table,

dusk rock
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interesting. yeah, that was happening with the incorrect configuration

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as for the performance issues, this game has culling disabled and is very CPU intensive already. i imagine it may just be adding to the strain on the CPU

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i'll try to eliminate as many as possible for that setting in that case

simple gazelle
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it's definitely a CPU cost. how many cores on the cPU that shows the perf difference?

simple gazelle
dusk rock
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i have an i7 12700k, 12 cores and 20 threads (8c16t performance cores, 4 efficiency cores)

simple gazelle
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hmm, it's strange that it's noticeable. either we're introducing more cost on the main d3d9 thread than I thought we would be, or we're actually doing enough hashing to max out the worker threads...

dusk rock
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unfortunately the Reflex graph is totally broken in this game, otherwise i could provide some additional info

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i got it to be stable just long enough

simple gazelle
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I don't know what code falls into what bucket in that, but I'd guess all the remix code happens in the driver duration?

dusk rock
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unfortunately i have no idea either. i'll see what other games report when i can

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i managed to cut it down to rtx.geometryGenerationHashRuleString = positions,geometrydescriptor,vertexlayout, and there's no performance improvement. so i guess the previous settings were leaving out a lot of geometry that happened to improve performance (there were certainly visual bugs), or the game is just really struggling with other things now

simple gazelle
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how much does it change if you remove positions?

dusk rock
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i'll try that

simple gazelle
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indices should be much cheaper than positions or texcoords

dusk rock
#

unfortunately i just get this error

#

i'll restore the other settings first

#

yeah, same error

simple gazelle
#

huh, I guess we started requiring positions at some point, you won't be able to remove it

#

what happens if you set the hash to just be positions and nothing else? any perf change?

dusk rock
#

i get a similar error as before

simple gazelle
#

ah, some draw call is getting a hash of 0. which would mean it doesn't have positions? that's confusing

dusk rock
#

tossing indicies along with it does allow it to boot, however there's a lot of visual bugs

#

performance is majorly improved though

simple gazelle
#

well of course there are bugs.

#

so positions + indices has good perf, but positions + geometrydescriptor + vertexlayout has bad perf?

dusk rock
#

correct

#

here's positions + indicies

simple gazelle
#

that's a big difference... although if we're getting hash collisions that also means we're re-using cached geo data more often, so I would expect some improvement. not a 3x improvement tho.

#

well, I suppose it depends on how much is getting re-used

dusk rock
#

something else that occurs with this game is that performance gets noticeably worse any time you alt-tab. i'm not sure if that could be related or not, but i figured it's worth mentioning

#

the CPU bottleneck overall appears to be so large that the 4090 i'm using only gets up to about 30% utilization

simple gazelle
#

clearly the bottleneck is geometry processing, but I'm wondering if the bottleneck is actually the hashing. if the hashing allows for a lot of collisions, then we'd be reducing the number of blas entries we have to create and increasing the instancing instead

#

can you find a hash rule that doesn't have a ton of immediately obvious visual bugs, that also improves the perf dramatically?

dusk rock
#

i was attempting to, but it seems that any performance improvement also comes with the visual bugs

#

i'll keep at it and let you know

#

hm. adding vertexlayout back into the setting causes the performance issues again, although the visual bugs are still present

simple gazelle
#

vertexLayout is roughly 4 arithmetic operations and then hashing a single int. that's less than it costs to hash the position of a single vertex

#

if that's making a major perf difference, than I'm almost certain the cause isn't related to the actual cost of hashing

#

if you turn on dxvk's hud, does it show you a blasEntry count or something like that?

dusk rock
#

positions + indicies

simple gazelle
#

these are the numbers you care about. if the BLAS number goes down, then you're getting hash collisions

dusk rock
#

same amount for positions + indicies + vertexlayout, and now performance is magically okay again. it definitely is something else

simple gazelle
#

sounds like hash rule was just a red herring though... which is a relief that code that I thought of as cheap is indeed actually cheap, but is a pain since it means there's still a perf bug stealing 66% of your frames.

#

If you can find a reliable way to cause driver times to go from 30 ms to 90 ms, that's definitely worth filing a github issue over.

dusk rock
#

i'll keep trying. thank you for your time 🙂

#

ah just really quick, here's the dxvk hud with the performance bug. i did change to positions,geometrydescriptor,vertexlayout though, which probably renders this irrelevant as it can't be directly compared

dusk rock
#

there were so many unnecessary settings in this rtx.conf file. i just went through and removed all of them, performance seems a tad bit better

dusk rock
#

it looks like this now

dusk rock
#

after some further tweaking

raw slate
#

So this is getting somewhere, i love it

dusk rock
dusk rock
raw slate
#

my gpu gonna die if I try it lmao

dusk rock
#

i'm pretty certain it's a CPU bottleneck rather than GPU

raw slate
#

what's ur cpu ?

dusk rock
#

interestingly the dxvk hud claims the GPU is at 100%, but the usage is low in other monitoring software and the temps are only at 42 C

dusk rock
raw slate
#

and a 12th gen is a bottleneck ??

dusk rock
#

well, in this instance. the game just isn't happy

#

when i first started testing the game, i had 60 FPS just fine

#

there's a bug causing performance issues

raw slate
#

It it a game bug or a remix bug ?

#

Cuz it needs tons of patches in the game to run remix so maybe some fixes are killing the cpu more than it needs

dusk rock
#

no idea

#

right now it seems like it could be either

simple gazelle
#

This implies that there are only 120 distinct assets, being drawn an average of 8 times each. That seems unlikely, but maybe bethesda is really good at re-using assets

dusk rock
#

it appears to be misreporting GPU utilization, so maybe it's misreporting BLAS as well?

hearty crane
#

Incase you wonder why the pip isnt working.
This texture/green tinted screen is the Pipboy UI and is connected to the yellow general tint/(post process effect? ).Dont see a diffrent way of solving through runtime

dusk rock
simple gazelle
dusk rock
#

ah, okay

#

in the scene i'm in, it goes as low as 17 and bounces up to 219 seemingly at random

simple gazelle
#

and I'd expect the game to be 99% functional with a reasonable hash rule. full position, index, and texcoord hashing was needed to get that last 1% in Portal

dusk rock
#

out of curiosity, i reverted both geometryAssetHashRuleString and geometryGenerationHashRuleString to their defaults, and this is how the hud looks

simple gazelle
dusk rock
simple gazelle
#

Ah, apparently we started combining blas entries for perf reasons, so my understanding of that hud entry is... very out of date.

dusk rock
#

ah, okay

simple gazelle
#

It hasn't represented what I was thinking of for at least a couple years

dusk rock
#

well unfortunately, i'm pretty much out of ideas. the base game even with culling disabled hits a solid 60 FPS for me, so this is very likely a problem on Remix's end

simple gazelle
#

we do a lot more geometry processing on the CPU than the original d3d9 drivers had to, so it's expected to have a higher cost. still, the 30 ms per frame is maybe reasonable if you're tossing a lot of geo at us, 90 ms per frame is not.

#

especially if the same scene can be 30 or 90 with no visual changes

dusk rock
#

yeah 😦

#

is there anything additional that i could provide that'd help troubleshoot this issue?

simple gazelle
#

reliable repro instructions are definitely the most important thing

dusk rock
#

okay. i'll open an issue about it then with my config and everything else

#

@dusty lynx would it be possible to update the patch to remove the fake shadows and AO around objects such as window frames and the workbenches? it causes a lot of visual bugs and artifacts

fresh belfry
#

Glad that a vigorous spring-cleaning on the shared rtx.conf has helped tho.
Since Ive been working in my own little bubble (and been out of the loop for a few months thanks to work) I forgot most people are running whichever the latest linked .conf is

#

As for rendering changes... its a bit Cursed, but Oldblivion supports extracting, decompiling and recompiling Bethesda's .shader format (which afaik is a renamed .bsa full of compiled DX9 pixel and vertex shaders)

We might be able to use that to decompile the shaders for the game's lowest quality setting and (for anyone who's brave enough for dx9 shader-foo) remove these operations from their respective pixel shaders.

Imo it'll probably be the best way to bully Creation Engine games into cooperating, but it will probably not be... comfy.

dusk rock
# fresh belfry Id be tempted to agree that by causing hash collisions we're causing some expens...

i considered that it's just the way things are, but the base game's FPS is very high whilst Remix's is not. setting a cutoff distance to reduce the workload on Remix doesn't help either, which also implies it's a bug. in addition to all of that, when i first started testing this game earlier this week, i was getting 60 FPS solid. then testing it again today, i was only getting 18 FPS

the alpha stuff is definitely harming performance still, i agree, however i'm also convinced there's a bug degrading performance beyond reasonable amounts

dusk rock
fresh belfry
#

I know that with Oblivion some of the rendering bugs there could tank performance, but yea I wouldn't know what bee FNV has in it's bonnet (or cazador I suppose :P)

#

Yea (Oblivion &) FO3 are my priorities as well, but it is really nice that progress in one really does seem to help the others.

glacial sedge
#

Inside the bison Steve hotel

#

And the flashlight doesn’t really work

#

Darkness on top of brokenness

#

The only way I can see is if I set it as hi

#

Ui

dusk rock
#

are you using the conf file i sent today?

glacial sedge
#

Yes I am

dusk rock
#

also it's important to use the patches by blueamulet

glacial sedge
#

I am

#

The one in the pins

dusk rock
#

hm. usually i only see that black sphere issue when the mesh patch isn't working

#

the conf file i sent today fixed that in every area i tested. i'll try that spot and see if i can fix it

#

ah, it's just a lack of light

#

are these the ones you marked manually?

glacial sedge
#

No I haven’t marked them

#

Probably should as decals

dusk rock
#

those aren't showing up for me

glacial sedge
#

That doesn’t work

#

Hm

dusk rock
#

it looks like they're marked as UI

glacial sedge
#

They aren’t marked as anything

#

Strange

dusk rock
#

everything is here in debug view, so it's just because there's no lights and the pipboy light doesn't work

#

i'll give you my own Fallout.ini file to use as well, it's possible there's a small settings difference causing that to show up

#

these go in your documents\My Games\FalloutNV folder

#

back up your own files

glacial sedge
#

That’s what mine look like

dusk rock
#

yeah, those are definitely set as UI

glacial sedge
#

But when I go to parameters they aren’t

dusk rock
#

it's this texture

#

lol it just crashed

glacial sedge
#

That’s all of my ui textures

dusk rock
#

ah, did you mark the pip boy screen as UI?

glacial sedge
#

Yes

dusk rock
#

that causes a lot of in world things to show up as UI as well

#

right now you have to mark it to use it, then unmark it after

glacial sedge
#

Okay I unmarked it

#

I wish the lights would work

#

And emit light

dusk rock
#

in most games, that has to be done with manual replacements in the toolkit. BlueAmulet's plugin works for a lot of lights, but afaik not all of them

#

you can try the much earlier conf file just in case that somehow works for it

#

this one

glacial sedge
#

How can I use the toolkit

#

I’m only used to really messing with rtx not omniverse or that stuff

dusk rock
#

#remix-beginners-guide goes over it all

#

seems like there is some light with that conf file. not sure why mine doesn't have it. either way, it's a mess. i'll try to fix it

rustic pine
#

this channel is all of the sudden alive now.

glacial sedge
#

Yeah I know lol

#

That’s a good thing tho

dusk rock
#

those spheres are valid light sources in the scene

dusk rock
#

this is a correct one

#

the old lights may have been emissive. i'll check that

#

yeah it was just an improperly marked UI texture

#

so these kinds of places will need manual light placement

#

i also just realized that the conf we were using had SER forcibly disabled. enabling this should help 40 series cards

#

gotta love path tracing

glacial sedge
#

okay wait so what should i actually do?

glacial sedge
dusk rock
#

one of the automatic ones

dusk rock
#

the only way to set them would be to add them into the original game and rely on the xNVSE plugin to pass them through

glacial sedge
#

my only question is why

#

that just seems dumb ash

#

and just makes this way more complicated

dusk rock
#

this game relies very heavily on shaders, and as a result it has introduced an incompatibility with Remix. replacements simply do not function correctly

#

i wouldn't say it's "dumb", just that it doesn't work right now. we can only hope it will in the future

#

there's only 5 games total with this issue (that we're aware of) and they're all newer games, most of which are seemingly outside the scope of Remix's support

#

it's amazing this game works as well as it does

keen niche
# dusk rock <@475032692501643264> would it be possible to update the patch to remove the fak...

That's not really feasible, unfortunately.
It's just geometry with alpha vertex colors.

You can render everything with any vertex alpha invisible, or everything with a black vertex color paint and transparency as invisible, but I think that introduced some visual problems when Alenet did it with NVR for testing.
There's a lot of stuff that happens to use black for vertex colors alongside transparency for non-AO reasons.

dusk rock
#

crap, that sucks. i suppose it'd be necessary to use GECK to manually go into each cell and remove it?

keen niche
#

It's not some sort of independent placed object, it's part of the meshes themselves.

#

On the bright side, since meshes are reused liberally across the game, there aren't a ridiculously huge amount to deal with.
Also, the AO/fake shadows tend to be separate geometry, so you can just open up the nif and delete it without needing to edit any geometry.

dusk rock
#

ah cool

#

now to learn how to mod FNV 😛

keen niche
#

As an example, here's a generic shack (No textures because I can't be bothered to set up the paths for rendering):

#

You can see the AO down there in the nif.

#

However, it is a completely separated part of the nif. Nifskope even allows you to just click on different strips in order to select them quickly in the node tree:

#

Then you just right click, block, remove branch...

#

And it's gone!

#

Now, you might notice that the bottom part of the shack is still shaded slightly darker than normal.
Since we don't have any textures here, you can see that it's done with vertex colors:

#

Not a lot you can do about that without going way more in-depth and editing the actual geometry to remove it.

#

But, with textures, it often just looks like it's kinda... got mud on it or something. Darker because it's partially buried. Easy to explain away, and it might not even be visible with Remix; I don't know if it would respect vertex colors, or even be able to interpret it from the shaders.

dusk rock
#

hm. i'm honestly not sure, i haven't paid attention. this is all great info though, thank you

keen niche
#

I don't know if 'vertex painting' is some universal thing that's core to rendering, or if it's specific to this game and implemented on a per-game basis.

#

If it's universal, greater chance it's standardized and Remix may know what it is and show it. But, again, not a big deal, probably for the better in general since terrain relies quite heavily on it.

#

Actually, that is a thought.
Even if Remix's terrain system ends up doing textures just fine, Bethesda games (Of this era, at least. No clue about Starfield) rely very heavily on painting the terrain different colors to add variety, completely separate from the underlying texture.
Remix probably has no reasonable way of handling that.

keen niche
#

I myself have used completely white textures for the terrain, and then painted the color in myself using the game's landscape tools to avoid the need for separate pre-colored textures.

dusk rock
#

my latest conf file has a lot of it set up

hearty crane
#

That terrain painting part probably applies to skintone too.I mean the concept

keen niche
#

Hmm, maybe. Does Remix handle NV's skin colors properly?

hearty crane
#

Nah, Generic ,base pale skin. all across the board

dusk rock
#

terrain baking can't be applied to anything else without introducing a ton of weirdness. we'd have to implement a whole extra thing just for skin

keen niche
#

Oh, although, it might be helped along by the fact that, while the game can generate skin tones on-the-fly from data, it tends to have pre-baked facial textures (Colors, normals, etc) per-NPC, done from the GECK.

hearty crane
#

Textures, geometry(ofc) and decals for each character are respected.Skin tone is left out

keen niche
#

Actually, I need to double-check that. I know it's used to solve the 'white face' bug in mods.

hearty crane
#

@keen niche I tried it,doesnt work for me.

keen niche
hearty crane
#

in fallout ini. bLoadFaceGenHeadEGTFiles=1

keen niche
#

Ah, Remix doesn't show the dynamically-generated skin tones?

hearty crane
#

i was surprised that it was an issue outside rtx-remix. Bugtesda 😁

hearty crane
keen niche
#

Right. Well, at least relying on that ini setting is discouraged due to the performance impact! 😅

#

It's not hard to generate the textures for mods and NPCs that lack them. Just load it in the GECK and press 'generate'.

hearty crane
#

I dont know how remix would separate one old man from another

keen niche
#

This is from a mod I was working on:

#

The filenames are prefixed with the localized formIDs of the NPC.

hearty crane
#

wait a minute... those are read by remix . whenever is saw them they seemed the same coolor,so i thought they are some typle of specular or something

keen niche
#

Body, too, though it looks like that's just the color? I wonder if that works with Remix, or what?

hearty crane
dusk rock
keen niche
#

Seems to be 32x32 px.

keen niche
#

They have matching-named face and body textures, so I assume they're both for individual NPCs.

#

They are referred to as 'FaceMods' and 'BodyMods' in the file structure, though, so that might imply it does some bespoke shader stuff which Remix is unlikely to support.

dusk rock
#

that sounds likely

keen niche
#

It could be applied as some sort of blend on top of the pure white base face.

dusk rock
#

also regarding a reimplementation of culling to boost performance:

brazen oyster
#

that's me

dusk rock
#

yup

#

i don't have the proper knowledge to implement it, so unless someone else does it'll probably stay how it is

brazen oyster
#

and I do mean insane "hope nothing gets hit by accident" way

#

you won't get rid of AO baked onto meshes, but the ones as separate geometry

#

like that shadow

keen niche
hearty crane
#

@keen niche One of those textures , not reffering to Easy Pete here necessarily.

keen niche
#

I wonder if Remix might have a 'blend' option for textures at some point, so it can somehow blend on top of the geometry it's supposed to render to?

brazen oyster
#

are you seriously comparing me to alenet

keen niche
keen niche
brazen oyster
#

this is the function responsible for picking render passes for BSShaderNoLightingProperty

#

which is the property used by those fake shadows

keen niche
#

Problem is, vertex colors + vertex alpha = a decent bit more than just fake shadows.

brazen oyster
#

bro

#

let me finish

#

darian pls

keen niche
#

Although, a lot of them are probably the fake sunshafts, which wouldn't be relevant with Remix, hrm.

brazen oyster
#

fake shadows fall into this pass

#

_S is skinned

#

the insane way to pull this off would be to check if mesh falls into this, then iterate through all verts (and luckily those are just planes) to check if they are shades of gray

#

insane? yes

#

would work? in 99% cases, yes

#

since it's black + alpha fade

#

In fact I'll check it right now

#

no shadow

#

also no shadow

#

worried about light shafts? no issue

dusk rock
#

great work 😛

brazen oyster
#

fun fact, this is a texture

#

game uses a full 0,0,0 texture instead of vertex colors

#

because obsidian

#

I guess that's what you call "optimizing The Strip for PS3"

keen niche
#

Easy, just scan every pixel of every texture to see if they're all black. 😼

brazen oyster
#

it's even named "BlackPlane" ironically

#

and the best part is, it uses a goddamn lighting shader

keen niche
#

They couldn't even be bothered to make a global black pixel texture, they went and found a random one elsewhere. 💀

brazen oyster
#

I'll have to tell grave to fix this

#

loading 2 textures just to paint 4 vertices black 👍

hearty crane
#

Kim asked couple of days ago where to put this command.
Dont know if et helps,tou can always try. Fallout.ini in documents Ofc
For the 12700k iNumHWThreads=8 ???

dusk rock
#

it didn't do anything for me btw

hearty crane
#

Quadtree, Raymarched, off
This is why outward displacement is needed , no?
exaggerated to show the error.

dusk rock
#

outward displacement would be a huge improvement. i ran into this issue in Barnyard and another game as well

brazen oyster
#

setting has nothing to do with core count at all

#

most settings are doing nothing or are completely misleading

hearty crane
#

Thanks all for that info Wall_soGB and everything youve done.
Can anything be done for the 7+1 lights total i get(maybe even in exterriors.There was a 128 lights patch but doesnt work now. And even that i dont remember having all lights appear in small area like Prospectors saloon,as an example. Cause now i see how many lights there are from the GECK. I dont know if there is a difference between a regular light and ambient/filler light(concerning the NewVegasRTXLight).
Did you make that (NewVegasRTXLight) or BlueAmulet?

dusk rock
#

@brazen oyster let me know when you release that patch for the AO stuff please, thank you for working on it

dusk rock
#

i wanted to pin some newer instructions

#

OLD STEPS

To set up Fallout NV

  1. Download these:
  1. Extract the contents of nvse_6_3_5b.7z to your game folder
  2. Extract the contents of NewVegasRTXHelper.zip to your Data folder
  3. Extract FalloutNV ini.zip to your Documents\My Games\FalloutNV folder
  4. Install Mod Organizer 2, set it up for Fallout New Vegas (make sure to not enable profile specific config files), then install the mesh patch
  5. Install RTX Remix:
  • Download and extract to the root game folder
  • Download and extract the archive to the root game folder (overwrite files)
  • Download and extract the archive to the .trex folder (overwrite files)
  1. Place rtx.conf and dxvk.conf in your game folder where you installed Remix, then launch the game from nvse_loader through Mod Organizer

DO NOT mark the pip-boy screen as UI. It causes everything to become rasterized

stuck harness
#

How do you install the mesh patch?

glacial sedge
dusk rock
#

mo2 is preferred

dusk rock
#

then select the zip and proceed

stuck harness
#

I don't think that actually did anything to the game when I tried before

dusk rock
#

it removes atmosphere.nif, which is a sphere around the player that can cause issues. it definitely works for me

hearty crane
dusk rock
#

turning off the denoiser fixes distant terrain?

#

denoising on

#

swapping to ReBLUR fixes it. i'll keep it configured that way for now

#

@hearty crane unless you want to keep the very top post updated, you should just redirect users to my new instructions

rustic maple
#

This game definitely needs to replace the game assets with newer ones 🙃

dusk rock
#

performance is a major issue, and replacements don't entirely work. doing it through the base engine would work, but it's also notoriously unstable and can't handle too much at once without issues

so we can place lights in the base game with some (very well optimized) models, and we can replace textures in Remix

fresh belfry
random night
dusk rock
#

i think the bug is tied to the same thing BeamNG suffers from

#

ReBLUR is fully functional, ReLAX causes major artifacts

random night
#

same behavior in BeamNG?

dusk rock
#

very different, but i believe it stems from the same bug (whatever it may be)

random night
#

also how does the motion vectors look?

#

are they also fucked?

dusk rock
dusk rock
dusk rock
uneven shale
dusk rock
#

i'm not sure why that'd be happening 😢

#

nvse_loader should bypass the launcher?

uneven shale
dusk rock
#

well, it'll open the launcher but it shouldn't overwrite the config files

#

you should be able to launch it and keep the config

uneven shale
#

It still overwrote it for some reason. I'm sure it's probably because of some weird windows settings on my side

uneven shale
#

It seems to only happen after I replace the INIs with the ones listed. If I just launch it again without replacing the INIs with the ones linked it launches normally. So for some reason it just doesn't count those INIs as valid for me

dusk rock
#

it's possible if the ini contains a mismatch in the PC hardware detection that it'll try again

#

i really don't know other than that. maybe a registry key?

uneven shale
#

under this part

glacial sedge
#

Kim, using the new config I notice you guys have all the alpha settings on which causes issues

dusk rock
#

yeah, that's needed to retain most of the important visual components. if you need to turn them off for performance, go ahead

#

i'm working on getting them working correctly visually for now. later on we should replace them with meshes

glacial sedge
#

It’s not the performance it’s the visual bugs

#

The beams of light that just kinda break it

dusk rock
#

that's not the correct way to resolve those issues. you'd just mark them as ignored textures in the Game Setup tab

glacial sedge
#

Alright I was just having trouble clicking on it

glacial sedge
#

My game looks nothing like that

#

Mine looks pretty mid

#

I wish we could get this game 100% working and start working on textures

rustic pine
#

does this game still crash every 5 seconds?

glacial sedge
#

nope

#

i just got my first crash after a few hours of playing

hearty crane
dusk rock
#

mine crashes after about 20 minutes usually

hearty crane
#

This should help for crashing , by blueamulet
Might help other games too. If it does , Kim should pin it

dusk rock
#

cool, will try

dusk rock
#

oh wow, this is a very old build. i don't think i'll be using it in that case. but i'm curious what patch was applied, and if it could benefit other games

hearty crane
#

Helped with skyrim too(with newer DXVK files,somewhere int the range of release #408). Solved the crash at startup in that one

hearty crane
# dusk rock can you summarize what this does?

MBC/Multiple bridge command. Dont know exacly what it does.I suspect it has to do with properly managing memory. In New Vegas Remix was creating(for some reason) multiple bridge ...iterations? so it got choked up on it self 😁 or something like that

dusk rock
#

oh right. i remember vaguely. can't believe it's been almost a year since that patch

opal crystal
dusk rock
#

@hearty crane #asset-creation message

try this for the height maps

hearty crane
#

Dont know exactly what i should try or rather how... but here is proof that its beyond the displacement map problem, OV doesnt show displacement so its the game itself/geometry tiling.

#

rasterized ...

hearty crane
hearty crane
#

@dusk rock
Clamped uvs> seems/seams solved (no pun), but it isnt.massive issues.
and from a different angle even the seams are extremely visible

dusk rock
#

😦

hearty crane
#

While ingame i disable the alpha blended , and get maybe + 10fps(more or less)
Kim,If you can also confirm this...
I think all those transparency textures(all those swirling dust clouds and vegetation textures and so on.)/the blending between them are getting remix bogged down. Just a guess. or maybe its simply the sheer amount of them(cause of the anti culling)

dusk rock
#

yes, it definitely benefits performance. iirc some stuff is incorrectly marked as opacity which is causing a performance hit too

#

but foliage is probably the biggest problem. there's so much of it, transparent textures are horrible for Remix in terms of performance

#

if someone can replace the foliage in the original game with actual geometry, performance would improve drastically

sinful vapor
mellow isle
#

Hey all, new here, just started playing around with RTX Remix yesterday.
Has anyone figured out how to edit/add lights to the scene? None of the edits to existing lights are applied, and lights created seem to be anchored on the player's transform. Have only had success lighting by turning off existing lights and utilizing emissive maps.

dusk rock
#

we need to mod them into the original game unfortunately

#

replacements through Remix are broken in this game

mellow isle
#

Damn. Figured. Oh well

mellow isle
#

It's a bummer how limited Remix is for F:NV at the moment. I've been playing with the assets a bit and there's a ton of potential with the tool, but I'm blocked on a lot of what I wanna do, or stuck with workarounds (e.g. noisy lighting through emissive rather than primitive lighting). Also some annoyances like generated decal meshes and general engine noncooperation.
That said, you can get some cool results already. Going to push what's doable and partially remaster some areas of Goodsprings, see what can be accomplished visually. Some in-progress work of the old watering hole here.

dusk rock
#

nice work

echo kernel
mellow isle
#

Trying to figure out a good workflow for getting lights set up in GECK, it works but RTX lighting doesn't work in the viewport... If anyone's done some explorations in that direction and has some tips, help would be greatly appreciated.

dusk rock
dusk rock
mellow isle
dusk rock
#

sadly i'm not sure it's possible to get that working right. i never considered using Remix in GECK. i was just going to place lights manually using vanilla lighting, then test in-game

#

i don't have much experience modding these games though

mellow isle
#

no worries, I'll keep exploring options there. It may just be a place in GECK->test in-game kind of flow shrug at the very least a library of RTX lights can be created for GECK and perhaps attaching those to light objects globally

hearty crane
#

and thats all i know about that. If that would be solved that we might not need the Remix tool.tho we would be limited to sphere lights only.On the positive side, some of the light can be animated

hearty crane
#

⚠️ Clarification for what i (shall) call the "Rogue Vertices random explosion syndrome" (that issues solved with dxvk-remix #408...). With these last portal's files the issue is back so i started ignoring manualy normalmaps, and it solves it (somewhat)... IF...you can find all of them. some might be very dark looking(might be specular maps causing the prob also,maybe other textures too), you turn the camera another set of normals appear. and so on for the next section that loads 😮‍💨

dusk rock
#

that only seemed to happen to me when AO objects were on screen

#

what ever happened to that patch that someone was working on?

dusk rock
#

@brazen oyster are you planning on releasing that patch for AO meshes that you made?

keen niche
winged osprey
#

there are scripted mods that add actual lights to all light sources, like lamps, etc. also there is a mod that removes all lights that are not attached to a light source, but simply placed in the world

winged osprey
mellow isle
#

Some basic performance/visual tests with lighting. Doc Mitchell's is lit with a combo of emissive and primitive, the random Goodsprings house is only emissive to test practicality. Emissive is tough in its noisiness, hard to get defined shadows, but certainly works in claustrophobic cells (though I do wish I could easily edit its texture brightness vs output lighting). Otherwise, a good tool for fill lighting, realistic looking light sources, and areas that simply don't require a significant light source.
Interior performance is looking good (1440 res on a RTX 4080). Going to push it more, create an effective pip-boy light, then see how exterior performance (which is hellish atm) can be improved.

rustic maple
#

I can't believe that New Vegas can look so cool. The dim light adds mystery to it.

mellow isle
hearty crane
#

Actually... this is not exclusively due to RR,my mistake.The NEE cache does alot of the "give power & stability to emissives" (at least in New Vegas)

mellow isle
hearty crane
#

1st pic/RR with restir finetuned preset

hearty crane
#

Game crushes now even with MBC hack(still helps, without it crashes in exploring a small area)

little wave
mellow isle
#

Figured out a nice flow for avoiding manually placed primitive lighting 👀
A light is added in the .nif file of the chandelier. The Lumen LLL mod has added lights to most of the interior lighting models (thanks to JIP LN NVSE plugin), going to do a pass for RTX and see how well it lights up various areas.

hearty crane
#

To see if et actually adds direct lights(that are translated through NewVegasRTXlight.dll) go to to lighting tab in rendering and flip the lighting debug mode.also go to a scene with more lights like mccarran for example.
if you are getting more than 8 total/per scene/cell *(whatever they are called), that would be something.

mellow isle
#

Unfortunately it still is tied to the max number... does make it difficult for any large cells.

pseudo condor
#

Hey is there an updated link for the RTX.conf file? I can't seem to search through this specific thread for it and the pinned link is dead

#

Also FYI don't upload attachments to discord, they don't want it being used as a CDN and attachments are deleted in like, 2 weeks

dusk rock
#

Discord's timeout system on links is such a pain in the ass

dusk rock
pseudo condor
#

Nope, link isn't working

#

This content is no longer available.

dusk rock
#

yes, because they added a timeout system to the links

#

but the actual file is still valid

dusty lynx
hearty crane
#

Not with current runtime.

dusty lynx
#

?

hearty crane
#

With the newer runtimes (i think v0.3 , v0.4.1) it didnt work last time i tried, gonna try again

dusty lynx
#

that's a custom build that has the number changed from 8 to 128

dusk rock
dusty lynx
#

3 days ago

dusk rock
#

i can test it right now. i was just about to mess about with it

hearty crane
#

aaaah , that one i didnt even know existed

#

🙂

dusty lynx
dusk rock
#

i believe i tried that, but i'll test again

dusk rock
dusk rock
#

the commit you posted shows it was removed

hearty crane
#

19 😮

#

😁

dusty lynx
dusk rock
#

ah

dusty lynx
#

I'm assuming dxvk.conf though

dusk rock
#

well, i added d3d9.maxEnabledLights = 128 in dxvk.conf, and it does indeed do the same thing

#

weird that there's an undocumented feature like that, but it works 🙂

hearty crane
#

Ets a lightshow now

#

BlueAmuet, Thank you!

dusk rock
#

yes, thank you

hearty crane
#

Ye right kim, with the d3d9.maxEnabledLights = 128 in dxvk.conf.
This is with Portals files / RayReconstrucion ...now for that custom light placement i created some months ago for this area...

hearty crane
#

if only the rogue vertex explosions would leave me alone , so i can take a couple of screenshots (with my lightreplacements.bsp 50+ lights in this area 👍 )

hearty crane
#

I notice that this (picture) release(dxvk #408) even tho it doesnt have the vertex problem, when disabling alpha blended it doesnt improve perf. Et stays the same.
-On the same topic, In the court yard of that military base next to the lake(fort hope?) there is ALOT of grass and with portals files, FPS drops even lower than 10-12, goes to 7-8 maybe, and then you look up in the sky and jumps to 17fps 🙂
just like pc gaming 20 years ago ey?
-Also portals files "properly" translate the UI from the pip boy, with slight ghosting. enabled by Emissive blend translation.(also effects the firebarrel emissive textures,i think 🤔 with it disabled... they appear in reflections and are dynamic)

hearty crane
#

Vault 21, why do you have more than 21 lights? 🤣 🤣 🤣 🤣 🤣 ,
WHAT DA...... this vault has more than 512 lights,
someone,long time ago, mentioned that they had way more lights than is reasonable

#

vault constelation

#

Enhancements off cause..issues

hearty crane
#

and with 1024 max lights cap...we have 622 lights in Vault 21 . 😄.
Kitchen area had 0 lights with d3d9.maxEnabledLights = 512

hearty crane
hearty crane
#

RR on. Miguels shop is creepy, dont know why it says 3 lights total but i cant see any (xept the pip boy which is on in the pic). Also the fake light remover script is pasted but i dont know if it applies to all cells.

mellow isle
#

This is huge. I was planning on taking a look at the source code later but no need to now, thanks blueamulet !

keen niche
#

I do want to see if anyone can get Remix's terrain system working with NV.
Blended textures are a big part of the landscape's design, losing it would be a shame.

hearty crane
#

GECK lights added

#

now for some reason lights disappear when close to them, gonna lower the max lights in dxvk.conf
This has nothing to do with dxvk.conf but a issue with my corrupt (old)saves corelated to the esp file that changes lights. 😑 😮‍💨. (or i messed up the master esm file)
Update:The good news is , problem was caused by fake light remover script.

dusk rock
hearty crane
#

👀 !
DXVK-remix #471 mixed with RR, surprised the model appeared in reflections, this is without even selecting for individual body model textures.
Since there is no walking animation i selected the body manualy but no difference(there is animation in switching weapons/arms are animated,but legs stiff and they float)
Maybe its because the save files were messed up for a long time(from TTW) there was warning that some geo/or features might be missing. (Some Characters were missing too,Sunny & Trudy ...)

sudden cave
#

holy shiz been awhile... how?! soooooo much progress it seems like

#

did recent updates to remix just make things work better or yall doing some hackery lol

dusk rock
#

just a lot of work being done

sudden cave
dusk rock
#

it's definitely not playable right now. it runs at about 12 FPS for me on a 12700k and 4090

worn gull
#

Is that at 4k? Just to check are you using DLSS as well

dusk rock
#

1440p. it's not GPU bound. my GPU sits at 40% utilization

#

it's from the anti-culling patch most likely. Remix doesn't like it, it's very intensive

near abyss
#

is there a way to fix the plant textures without just removing them or using the remix app (it's not finished installing yet)?

#

the actual textures are black with the plants infront ofc so I'd assume it should be marked as cutout or something but that's not an option

dusk rock
#

#1106553248590090351 message

near abyss
#

Fixed it with RTX remix:3 also adding per textures to everything improves fps to 30 on a rtx 3060ti in 1440p with quality dlss, so almost on par with other games. Weird but cool

#

Looks better will send screenshots soon

#

Pbr*

fresh belfry
#

Heya @dusty lynx is it ok if I DM you? Looking to up my remixing game and had some questions about how you've developed your patches for culling etc melziiCozii (totally ok if not tho)

dusty lynx
dusk rock
#

sadly they haven't been responding here

fresh belfry
#

Ahhhhh, I got my notes a little scrambled

#

Ahhh drats. I guess Ill go around the hard way then 😤👍

hearty crane
dusk rock
severe plover
severe plover
hearty crane
lavish isle
dusk rock
#

i'll try it

lavish isle
#

if it works let me know i would see if it works for the project im doing too

hearty crane
# lavish isle will that side load by remix on account of the d3d9 dll?

Et does, thats why i said kim should try. by principle i dont want to add (too much) cause we already have a sluggish case, but this suppose to make things run better.
tho im seeing some things that work like basic lighting mods without shaders so im not strict on not adding stuff.

dusk rock
#

performance is about the same. the problem in the end isn't the game, it's Remix's interaction with the game

#

if i turn off RT and just pass through the game's visuals, it's about 60 FPS. sometimes dips to 50s

#

Remix on = 12 FPS

lavish isle
#

whew

#

careful guys dont bottleneck

dusk rock
#

i believe it might have something to do with the DX9 render queue in Remix

#

just a wild guess though

lavish isle
#

that would strain my pc. and probably my gpu since its a 2060 8gb super.

dusk rock
#

my 4090 hits 50-60% utilization

#

DLSS Performance from 1440p

lavish isle
#

hopefully a better d3d9 dll comes with remix soon

dusk rock
#

i really doubt that'll happen. it'd require some specific fixes for this game 😦

lavish isle
#

sadly yea. has nvidia thought about remix for newer games on the horizon?

dusk rock
#

Mark was helping with troubleshooting this a while ago, and i opened an issue for it. nothing official though afaik

lavish isle
#

interesting

lavish isle
#

i hope it gets fixed soon as the bridges seem to crash on my system now

#

even with the fixes dark gave me for my project which was doing good

#

fallout has a different mesh setting than the older games bethesda did but hopefully new vegas and other bethesda games start working good soon

dusk rock
#

updated install directions

lavish isle
#

is tale of two wastlands working?

#

the mod that brings 3 into nv

dusk rock
#

afaik no one's given it a serious shot. right now the base game is barely workable

hearty crane
hearty crane
#

@lavish isle , these are the only ones i have. Very old ones, when the whole world was earthquaking,except in small interiors(World transfromations option i think? Disabling it actually)

lavish isle
#

interesting

dusk rock
#

i'd love so much for FO3 to work properly

#

NV gets more love though. TTW is the solution

hearty crane
#

Me too👆

#

FO3 much closer to my heart.but like i said instaling ttw was a frustrating experience for me , and i dont know how i even managed.Then you (can) will have the issue of mising items/geo/characters if you mix the save files. Dont know if TTW has a 1 companion feature but i couldnt have Ed-e + a companion. maybe one of those missing features problems the game warns you before loading

distant cove
#

😅

I'm sure I messed up a step in the pinned instructions just now. But it's almost working.

distant cove
#

Does this look right?

distant cove
# hearty crane Maybe the fallout.ini?

When I launch the game from nvse the launcher says its changing the graphics quality (and like you're saying, I bet the fallout.ini is rewritten).

Edit: Ah I was using the wrong profile/I was calling fallout launcher.

hearty crane
#

i see i dont have Force load libraries enabled 🤷‍♂️
try disabling that

#

Never messed with those particular options in MO2

distant cove
#

Quite a bit better

dusk rock
#

very odd how some UI elements get tagged on some people's installs but not others

#

i had to fix that on mine, but the fix didn't transfer

hearty crane
keen niche
rustic maple
# dusk rock

How cool, I really want to see more parallax 🔥

warped roost
#

Having issues with a fresh install, just getting flashing lights, exploding geometry, and otherwise a black screen after following the instructions in the pinned post.

warped roost
#

looks like it's getting 0 lights

warped roost
#

I had the Remix Helper files in the wrong place XD It's till having the same issue though even with the lights being detected now though

dusk rock
#

the explosions are an ongoing issue. @brazen oyster made a patch but hasn't released it for whatever reason

#

as for the lights, i'm not sure why

dusk rock
# warped roost

this looks like there's elements in the scene that are marked as UI. unfortunately this isn't particularly easy to troubleshoot if you aren't familiar with Remix. go into the Game Setup tab and categorize it by section (the two checkboxes at the top), then open the UI category and start unmarking anything that doesn't look like a typical UI element

warped roost
#

I'll try that out soon, thanks ^_^7

solid bear
#

Decided I wanna try this out, got everything set up and working, but none of my system keys are working in-game, (Like Windows, Ctrl, Alt, any of the function keys, etc.) which is a bit of an issue given the remix menu needs Alt-X to open obviously, has anyone got any ideas? I don't think it's remix that's the issue here but my game itself blocking those inputs. Figured I'd ask here since I can't find anything on Googling it, any suggestions whatsoever are appreciated

dusk rock
#

I think you missed one of the steps, it should fix it

#

Either that or I forgot to document the fix

solid bear
#

Probably me ngl

#

Did everything again, still no dice

solid bear
#

Also is it normal for the plants to work depending on time of day? 🤔

dusk rock
#

no, that's definitely not normal

#

they keyboard fix is in the FalloutCustom.ini file

#

In the custom tab, under the controls section set bBackground Keyboard=1 to 0. Otherwise you won't be able to open the RTX-Remix menu.

#

i'll add that to the zip tonight

solid bear
#

Yeah I definitely missed that part, thanks Kim

dusk rock
#

wasn't your fault. it's in an older tutorial not pinned. i forgot to include it, it's on me

solid bear
#

(Ignore the floating hud in the sky)

warped roost
#

UI textures seem to be fine, even extriors are appearing all black even though lights have been found

#

I should mention that in exteriors I also get earthquaking

solid bear
#

Apparently changing the background keyboard makes the game think it's been uninstalled 🤔
We move, ignoring the launcher is an option by just running NVSE, editing the Fallout.ini (Which sets itself back to default if you edit it) and FalloutPrefs.ini (Which doesn't seem to acknowledge changing that specific setting) doesn't work I guess, specifically has to be FalloutCustom.ini for this specific setting which is very odd, but oh well

warped roost
#

Looks like turning off Debug View may have fixed my issue

solid bear
#

I seem to have figured out the LOD terrain textures, if they're marked as Worldspace UI background they render properly, instead of tiling the entire location that the texture is supposed to be of, dunno if this is already known but just in case I'm mentioning it

dusk rock
#

that only fixes it for one boot

#

if you restart the game, it'll break again

#

swapping the denoiser to ReBLUR instead of ReLAX fixes it permanently

solid bear
#

Any idea about the uh... orb(?) outside of Mojave Outpost?

solid bear
reef siren
#

oh you dont know about the orb?

solid bear
reef siren
#

the orb knows all worship the orb (i dont have nv on this computer cant actually help)

solid bear
#

Honestly the answer I was hoping for

#

Only assumption I can make here is that the Strip uses a different Sky to literally every other worldspace

dusk rock
#

there's many weather states afaik, which could cause the issue

warped roost
#

I've been wondering if we have a way to smooth normals and stop distant terrain from disappearing yet. Totally understandable if not considering that remix isn't finished/technically able to support FNV at the moment.

keen niche
#

I don't think Remix gets actual normals from shaders right now, just pure face geometry.

warped roost
#

Fair enough ^_^7

dusk rock
#

you can set it to import Vertex Normals, but it causes major issues

#

doodlum proposed a script to fix this, but given the way these issues are presenting, i'm not sure it'd work

warped roost
#

I hope a solution is found in the future, this project is looking pretty great so far ^_^/

dusk rock
#

i don't see any path tracing

#

something must be set incorrectly

gusty kraken
# solid bear ??????????????

It renders pathtraced until the outside finishes loading and then switches to raster Peepo_Think It could be a UI-tagged object(s) that spawns/renders when loading is complete
During a frame, if remix encounters any UI-tagged texture, every subsequent draw call until the frame ends will turn to raster

dusk rock
#

yeah. there's a problem with FNV where a config that works fine on one system will not work well on another. it will suddenly have a lot of UI textures tagged for seemingly no reason

gusty kraken
dusk rock
#

i'll try that, thanks

solid bear
gusty kraken
solid bear
#

I do have to wonder why the terminal UI of all things causes the Strip to be completely non-traced after it loads though

#

Very very strange

summer cargo
solid bear
#

Shit yeah, they probably use the same textures between the UI and the terminals themselves, that's a really good point

summer cargo
#

Thankfully if the terminal uses any other UI texture it'll be rasterized all the same. Usually.

dusk rock
#

oh. if you marked the pip-boy, yeah. most things become rasterized

#

i assumed you were using the default config

#

i added a big bold disclaimer in the instructions now, as 3 people have done it

solid bear
#

I realised what it was and why it was only the Strip
There's a terminal behind the Lucky 38 that controls the ambient audio for the area (Like playing Blue Moon and etc.) and because I had the terminal marked as UI (Because it uses the same texture on the interactable terminal screens I guess) it was making everything rasterised because it waa in the same area

dusk rock
#

if we can make a mod to separate the rendering somehow for terminals and pip-boys, that'd be great

#

no idea how to even begin though

dusk rock
#

giant ominous floating UI elements

solid bear
#

New Vegas RTX VR when? 💀

dusk rock
#

with a lot of tweaking, it actually did mitigate the issue!

solid bear
#

Oh nice, good shit Kim, can actually somewhat see the background too
Still wonder what the fuck is up with the red square, but you can get rid of that in the remix menu by ignoring it if you manage to find it, seems to appear and disappear at random

dusk rock
#

thanks for the suggestion @gusty kraken

#

i did mess with it before, but never this particular setup. i'm glad it worked out

dusk rock
solid bear
#

The lengths you probably just went to get that answer 💀

hearty crane
#

The normal maps bubbing beneath the surface are caused by NewVegasRTXLights(Maybe even Those vertex explosions ),
Skiprenderpass has something to say about et. Simply remove the d3d9.DLL (to get remix ot of the picture) and start the game, youll see all kinds of weird things.And changing the Fallout.ini in documents doesnt change anything(for me at least/while the NewVegasRTXLights is in use ).
Now...you can argue that with dxvk #408 there is no vertex issue, but i think the same issues are present but nowhere nearly as easily noticeable.
1 example , half of a table in Goodsprings sallon effected by remix the other looks flat...weird stuff

dusty lynx
hearty crane
#

Concerning the table example i posted about, seems the normal map was wrong, ,weird that it only applied to half of the table.My apologies.

near abyss
# dusk rock lol

oh I actuilly know why this happense because my games I make do this to if you mess with the rendering a bunch,

UI is kept at least in my game at around 1,000 1,000 1,000 and is never rendered with the main camera, it's rendered as a overlay ontop the screen.

anyways if fonv does anything simular that's why you removed the shader or whatever that hides it.

at least that'd what'd do it in my stuff xD

#

guns are done like this to, swords etc aren't though.

#

swords I keep in the actual world attached to my player so they can swing it and stick it into things. idk how fonv handles things but yeah

mild crater
#

sorry if this question is redundant but the goal rn is to work out any issues/bugs so that actual conversion work can be done?

dusk rock
#

yeah, pretty much. not a bad question btw

#

right now, performance is the main hindrance. to fix that, i believe a custom culling solution would be best

#

but that's hard to implement, and requires a talented xNVSE modder

hearty crane
#

Kim, try the dxvk #490 if you able

keen niche
#

For exteriors... I think you're a bit out of luck.

#

I guess you could add a minimum distance to the frustum cull check, so it keeps things in a certain radius around the player regardless of the angle, but will still cull things behind you past the cutoff distance?

fresh belfry
dusk rock
#

this culling pattern is what i proposed to Wall_SoGB. he said it's possible iirc

this would ensure the relevant area behind the player is rendered, then anything important in the field of view forward is rendered as well

mild crater
#

would changing fov casue issues with a setup like that? or would it just adapt to the new fov

dusk rock
#

ideally it'd be large enough to work for most FOVs

dusk rock
#

vertex explosions still occur

hearty crane
#

Yeah, unfortunately vertex mess is still here

dusk rock
#

it might be performing the slightest bit better?

#

there's some new visual bugs. a lot of textures turn white when RT is disabled, which wasn't happening before

this generally doesn't matter, but when you pause the game and when you open any dialog it will show through and look quite odd

#

anyway, i did a nice simple comparison between the visuals

warped roost
#

The white texture thing was happening to me in doc Mitchell's with the stuff included in the pinned post. Only fix I was able to find was making a full clean install of the game.

dusk rock
#

it must be from a newer build of the runtime

#

i last tested it on build 455 iirc

fresh belfry
#

If a clean install fixed it, maybe its some weirdness with the shader cache?
Could be worth testing, or if deleting the cache doesnt work, perhaps deleting all remix files and fresh install just remix.

raven plume
#

Does anyone know if rtx works with new vegas multiplayer? The multiplayer mod crashes frequently without any mods so Im a bit afraid to add the rtx mod and cause more issues.

solid bear
#

Bruh if someone can get NVMP to run for more than 10 seconds with Remix then they should probably be paid a substantial amount 💀

raven plume
#

Yeah thats what i was thinking lol

#

NVMP is so unstable as is

solid bear
#

Ngl back in the day I used to be able to play for like an hour or more at a time and it was very surprising to everyone in the faction that that was even possible lmao

raven plume
#

dang thats crazy

#

I've been playing with a couple friends, we've spent about six hours in total trying to play (over a couple days). I think we are less than an hour into the storyline.

solid bear
#

Yeahhhh sounds about right

raven plume
#

its been crash after crash but we have a rhythm now where we can recover from crashes quick

#

kinda sucks though

solid bear
#

Wonder if it was more stable before or after they added quests and NPCs back 🤔

north sequoia
#

Are you guys using the usual bugfix/crash prevention mods with this? Or any of the mods that add extra light sources?

dusk rock
#

no mods other than the ones in the pin

#

right now Remix is the main instability, not FNV

vocal hound
#

Hey, I have experience with textures and models as well as a decent knowledge of the NV GECK if that would be of any help to this project.

vocal hound
sinful vapor
#

I downloaded a mod pack for fallout New Vegas does anyone know what mod could be making the conversations have cinematic borders on the top and bottom

little wave
#

Wait fallout new Vegas is rtxable?

hearty crane
# little wave Wait fallout new Vegas is rtxable?

Ray Reconstruction (Portal's Files)
Asus Tuf 3080TI oc
I7-6700 @4ghz

Just showing the potential of this tech/imagining how et can(or would) look.

Ofc there are many issues seen and unseen. and on that note...
Comments disabled cause too many toxic...frustrated...demons leaving USELESS comments.

If you care to add something useful, come to the...

▶ Play video
little wave
#

Cool, hope epic games doesn't mind it and remove the dll

sinful vapor
#

just not a fan of this lol

reef siren
#

not that this is the place to do it but yeah i got you

#

its CBD - Cinematic Bars in Dialogue

buoyant heart
#

Actually, I think I can guess from your other videos. Sucks some people can't see the potential.

hearty crane
# buoyant heart What were the demons commenting? Such a shame

Many months ago there was an issues with reflections where they appeared upside down, so it got solved and got excited i thought most will see it as something amusing/never seen before.so i recorded that short vid about the window reflection(goodsprings general store).without really balancing the textures overall, effects(eye adaptation) , and so on. and the toxic comments just kept comming. most of them usless , just frustated children.Some of them were realistic seeing the bad and the good.
Such is life.

sinful vapor
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hvm i found the mod haha

proper pollen
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Comment sections are free real estate to the dumbest people on earth

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I find it amusing more than anything when I upload a simple video showing something off and get 15 people freaking out in the comments

fresh belfry
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Top tip is to delete their comments so you get a boost in the algorithm when they repost complaining about it 😉

north sequoia
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by the way, i wanted to mention that i did try using remix with a heavily modded new vegas, and as you can expect, it did not work at all. Granted, one of the mods was new vegas reloaded so idk what i was expecting. it was actually quite interesting just how broken it was

hearty crane
# north sequoia by the way, i wanted to mention that i did try using remix with a _heavily_ modd...

Some mods work , if they are for textures or light placement.
like Interior lighting overhaul,but that one stll requires alot of work to reposition the lights /add lights cause 1 light per neon light fixture is not enough(at least 3 needed) aaaand... you have to reapply light switch properties(for each one 😮‍💨😮‍💨😮‍💨😮‍💨😮‍💨) even for the duplicated lights.that mod has light switches.Which is why i was very interested.
Shader mods, out of the question.as far as i know&tested

north sequoia
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well yeah, i was just curious what would happen

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biggest thing was the increase in vertex explosions. Also normal maps all over the place, the hand going crazy, and the pip boy UI bing in world and gigantic

keen niche
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My heavily modded game worked fine.
Bad FPS and missing vanilla graphical effects, yeah, but not broken the way you're saying.

north sequoia
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are you using new vegas reloaded?

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thats the mod i assume was breaking everything due to it adding a lot of shaders

keen niche
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I disabled it because there was no point.
It adds shadows and does shader stuff, none of which will matter with Remix.

north sequoia
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Right

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That confirms that it was the cause of all my jank though

signal wave
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I just started a new playthrough of tales of two wastelands and I'm wondering if it would be possible to use remix to fix the CPU bottleneck in the game

signal wave
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also is it possible to use it to fix the limited RAM use so we can use more than four gigabyte

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I am using reload at the moment to play the game but I am considering using remix now I don't know how bad the FPS is but as long its can be locked to 30 I don't have any issue

north sequoia
north sequoia
signal wave
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I guess I just have to put up with the game crashing after I played one to two hours and it runs out of RAM I was hoping moving to remix could help with that issue

north sequoia
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Are you using any of the mods that rewrite a bunch of the internals of the game for better performance? There might be a fix for that leak in there somewhere

signal wave
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i am

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i am using a lot of 4K textures so that might be why

north sequoia
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that definitely could be part of it

signal wave
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i use this one

hearty crane
signal wave
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thanks

severe plover
dusk rock
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i updated it. thanks

mighty topaz
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disables textures mirroring to ram

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only vram now

placid seal
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This looks really interesting and looking forward to seeing it evolve with time.

I would really recommend to do the first part of the Viva New Vegas modding guide.

Doing the base part of it can help a lot to alleviate not only performance issues but a lot of bugs along with visual bugs.

That in tandem with the performance guide that they link too could help this project a lot.

Again, I mean only the first base part of the guide and the performance guide they link to.

Then you can have a more stable build which is crucial for this.

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So yeah I would follow that guide right up to the Extended version starts and stop there.

That section deals with more normal modding recommendations that would not be of importance for this RTX Remix Project.