#Fallout New Vegas
1 messages · Page 7 of 1
For example, here are a couple of things they recommend:
“Stewie Tweaks Essentials INI
Installation instructions:
Main Files - Stewie Tweaks Essentials INI
Preconfigured collection of tweaks, enabling basic quality of life feature, bugfixes and performance patches.
lStewieAl's Engine Optimizations
Installation instructions:
Main Files - Engine Optimizations
Rewrites various slow functions in the game to decrease loading/saving time and improve general performance.”
it'd be good to set up a baseline set of mods to use, i agree
however right now the main issues lie in Remix, not NV itself. the abysmal performance for example is almost certainly something on Remix's end that needs to be handled better
i have more info here if you want to read it: https://github.com/NVIDIAGameWorks/rtx-remix/issues/423
maybe mods could help to an extent still
the main thing that'd help: a custom culling solution that prioritizes the player's main FOV and a small amount of space behind them. this would allow a lot of performance savings while keeping the necessary info to use in Remix
There are quite a few in engine fixes/improvements they do so even if the main issues come from RTX Remix, making sure that the base game is first running at its best would be good, then once the base game has been optimised as much as possible, one can just take that part out of the equation and focus without headaches from that side of things and head fully onto RTX Remix
the biggest problem would be ensuring that none of these mods inadvertently cause more issues in Remix. it's already pretty unstable 😦
if someone can take the time to do that, that'd be great
Yeah that definitely would not be good.
I recently did the guide myself and would definitely recommend it.
But again, only the base part. After that finishes comes the Extended section and theat deals more with gameplay and things like that that would be unnecessary.
The base section just focuses on engine level performance improvements and bug fixes for overall stability essentially.
For example, here is another thing that can help:
“New Vegas Heap Replacer
Installation instructions:
Main Files - NVHR (Manual download).
From the downloaded archive, extract everything to the game's Root folder.
Replaces the game's heap management system with a much faster version, which can lead to large performance gains.”
Just that part is worth doing I think
And then the other performance guide I linked above
Todays the day, lord give me the strength - gunna try and set this up today with remix 
The person that did this could perhaps help you out with figuring out the culling stuff but not sure you would have to ask him:
“Fog-based Object Culling
Occluded
Simple mod I made to help in areas like Dead Money or Point Lookout, which are very densely packed with objects, yet have a lot of fog hiding them. Dynamically adjusts draw distance in accordance with the fog to improve performance with little to no visual difference.
Using this mod will prevent you from configuring draw distance settings in-game. Please use the launcher or INI to configure them.”
That’s a quote from the performance guide
That would be:
That was so much easier than I thought it was going to be lol - thanks for the guide Kim! Works great 
Doesn't NVTF have its own heap replacer now? I've heard NVHR can cause issues
I haven’t had any issues. Perhaps an old version did though. But I basically did that guide like a week or two ago. The guide is constantly updated, if there was an issue now I don’t think they would include it
Looks cool…this game has such potential. Especially the setting, the desert and everything even at an early stage it looks good
NVHR hasn't been updated since 2022 and in the posts section for it on nexusmods there are quite a few complaints about issues, especially with DXVK (which is a given with Remix), personally I've found NVTF + stewie's engine optimisations + stewie's engine tweaks + 4gb patcher + DXVK to be an excellent baseline for performance
DXVK is the big difference maker taking me from ~160 fps in some spots outside to 360 fps
Hmm. Perhaps there is a setup issue somewhere that some people haven’t done properly though. I saw some of the comments on nexus just now.
I do find it weird that VNV would create a guide that recommends all of this if it gave issues though, particularly when their recommendation is to use DXVK as well.
Also, what GPU do you have?
And what resolution were you running?
4070ti / 4K, although NV is of course entirely CPU bottlenecked even at 4K on most cards
NVTF has been updated much more recently and I'm pretty sure it has its own heap replacer now (I'll have to check the config again next time I'm at my PC), perhaps VNV just hasn't factored that in yet?
Could be, I will ask around 👍
Got this info:
“thoughts are....I don't think NVTF has a heap replacer. It has some settings pertaining to heap, but we tested and it doesn't seem to be a cause. And yes, removing NVHR to stop or reduce dxvk-user crashes has been a known fix for several months now.”
I wrote back this:
But this type of crashes does not happen to everybody I assume? Because otherwise it would not be recommended on VNV if for the vast majority there is not issue.
Any ideas what else could be affecting that percentage of people that have crashes?”
Their response:
adding more mods. there doesn't seem to be a silver bullet culprit that we've been able to find
but common factor is that it happens to people with heavy modlists
@atomic nacelle
So, it could potentially be fine if one does not have a huge mod list.
Would have to test it out and see if the performance gained from having NVHR is worth keeping it for and if crashes are in fact experienced with a low mod list then remove it entirely.
If the performance increase is not that huge then just keep it off to be safe. I will see when I can have some time to see if there is any issues on my end with DXVK with only the base mods from VNV active.
I have not installed DXVK myself yet, that’s one of the few things I haven’t done from VNV as I didn’t want to mess around with that stuff really. But seems worth doing to test RTX at the very least.
Also, if one will do any testing around the strip, I would definitely recommend installing this:
Essentially what the above is about, to quote the mod creator:
Water rendering is so broken in this game, that water LOD simply existing massively tanks the perf.
Unfortunately, Strip's worldspace, uses a partial replica of the Mojave... with the water.
Yes, the Lake Mead is there.
Other bodies of water are there.
Rendered, all the time.
I did what Obsidian didn't and... disabled the water LOD. That's it.
20 fps boost on average on all machines I tested. Other people report more drastic improvements, especially with DXVK.
That’s one of the mods also recommended in the base section of the VNV guide.
"I have not installed DXVK myself yet, that’s one of the few things I haven’t done from VNV as I didn’t want to mess around with that stuff really."
I can't recommend it enough as it's really as simple as dropping d3d9.dll into the game folder and trying it out. If it causes issues you can just delete d3d9.dll
I've found no setup needed, there's a DXVK page on nexusmods with an INI configured specifically for NV but I haven't found bone stock DXVK from the github to cause any issues, it seems to play very nicely with NV
Yeah…it’s just I heard some people using NVR had issues with DXVK, not all but some so I kind of was trying to avoid it. But guess I will need to try it out at one point or another
Ok that sounds good 👌
When you have some time could you share that particular one you downloaded?
it's just this
the other nice thing about DXVK is that it improves window management, allowing the game to alt-tab very quickly and reliably
yes, we contacted him for another mod & for the culling mod. he was here for a bit then just vanished. i talked to him again and he said he'd release what he did so far, but he never did
What have I missed? My game runs at 20fps with everything showing up as a normal
on the first few runs for whatever reason it's fast
@dusk rock how long ago was that? should we ask again?
This is what my game is looking like
Almost looks nothing like Big MT, kinda scary
After actually following the guide
I got it to look like this although fps is just bad
9fps with dlss Ultra Performance at 1080p no FG
I haven't played longer than maybe 15 minutes walking around, from what Kim said I'll probably start slowing down as the game goes on. I was at 50-60 fps on Quality DLSS + FG at 2560x1440 with a 4090 + i9 14900k
I noticed that my video memory would slowly start to creap to the upper 80's, 90's utilization on the graph as the game went on. I used the debugoptimized remix to disable/enable ray tracing, idk if that helped "refresh" my performance each time
Is there a known cause of the drop or is it just because culling is off
That's a good quesiton, I heard new vegas is CPU bound, that might be way. Also - is everything covered in normal maps for you guys? I'm having to "ignore" all the blue normal maps to get to a regular texture - wonder if there's a console command to disable all of them
Wait blue hm
Ah nvm
agony, this person made a mod for it but it's only for fallout 3 
Not for me, I'm using the rtx.conf in the pinned setup
about a month ago
if you want to try again, sure
i don't want to bug them again myself
if/when you talk to them, ask about the AO object removal mod
Yesterday I asked on the modding link server and the NVR server about help. He is aware but think he is busy with other stuff at the moment
Hopefully he can come back at one point, along with the person working on NVR
And yeah I hadn’t seen all the thread here yet, I later saw he had been interacting with you guys quite a while back
it happens on subsequent launches of the game. it was a solid 60 for me at the beginning too, but a couple game launches later and it was 5-10 FPS
Not sure if you already found it but in one of the fallout ini preference files there is a line like skipnormalpass and if you set that to true it’ll fix that issue
Thank you!! 
Try tlb (Toggle Light Bright/Brite)
It enables a simpler debug shader mode in Creation Engine games and there should be a corresponding .ini setting for tge same, but the command is easy enough.
i assume this is because issues can vary between setups, not everyone will have the same issues, tho im not so sure that this is one of those types of case by case issues, or a universal issue
@placid seal im gonna do some testing with the first part of VNV with remix and see if anything comes of it, tho im not entirely sure what issues i need to be looking for but ill provide as much help as possible
Do you happen to know which one? I can't seem to find it 
The tlb worked! It made some other textures look a little blurry like my weapon - I wonder if it's just the normal map being gone now or what. Interested to see what the skipnormalpass will look like compared to just tlb
Sounds good although as mentioned above, if any big issues arise, first thing to do is to remove the heap replacer
new vegas mentioned 🙏
https://www.nvidia.com/content/dam/en-zz/Solutions/geforce/news/rtx-remix-rest-api-comfyui-app-connectors/nvidia-rtx-remix-goes-open-source.jpg Yeah, does anyone recognize this screenshot? Is it just from current NV running with RTX Remix?
Yes, Darko's showcase pics from awhile ago. Knew I recognized those lol #showcase message
Oh nice. I guess it's just a sample screenshot then and not actually indicative of someone already working on a native integration for NV or whatever
I wonder if you could get toolkit to run on amd
Oops forgot to tag incase you hadn't seen @hearty crane , you made it in the Nvidia showcase above 
I saw yesterday, and they didnt even ask , or pay me.
If there was a half-smile emoticon...
pay for what
Pay for effort, time and electricity which in turn will be used by the corporation to advertise their own products.
Pay for a finished project/game,more precisely. not necessarily for some random picture
Probably a drop in the bucket compared to the full time R&D for a massive FOSS project tbh
in what?
I thought only content in #1191547320915988610 would be used for advertising tbh, not #showcase (at least due to the channel descriptions, namely promo's)
that's how its supposed to be, but i guess nobody ever said stuff in showcase wouldn't be used at all, just that the promos channel would be linked specifically to things like journals
if people have an issue with this, we can try to work something out
Maybe just some clarification whether just Nvidia or third parties can/will use from #showcase or whatever the dealio is.
Im not too stressed personally regarding anything Ive uploaded to #showcase and had assumed Nvidia might sample some screengrabs from there, but it might be a good idea to clarify while we're on the topic so everyone can be on the same page moving forward.
My real concern is another incident like the Echelon Renderer where they dump something out into the public eye that isn't at all ready for showing. I know if any of my Anachronox or RF2 screenshots made it online, it'd be pretty embarrassing. 😅
So far still getting playable frames, but the tax-o meter is always jumping up and down lol
Also this is the first game where I'm seeing the blurry ray reconstruction effect some people have mentioned, it's present here
wonder why your FPS is staying so high overall. seeing high FPS in those areas is nice lol
For me the official dxvk w/RR release has some texture very blurry very /low mip(not even in motion) i dont think the portals version have that issue. Lod detail is set to -1 , in case you wondering.
Probably requires proper file conversion w/nvtt
I've been plowing away at it the last 2 or so weeks and I've ALMOST got BlueAmulet's New Vegas RTX plugin compiling on my own machine.
Because I apparently love pain I've been doing it without Visual Studio (or it's build tools for that matter), and I am SO DAMN CLOSE GODDAMNIT
Just got some linker errors to work through and then I think it's the home stretch.
I've learnt a lot, a lot about C/C++, various build tools and cmake, the g++ compiler... and it's special flavour of inline assembly 
But what I'm most excited about is that by looking at BlueAmulet's plugin I learnt that the same underlying plugin libraries support many of the same hooks for Oblivion and Skyrim, so at least in theory once I get these build issues ironed out and confirm that my local setup is producing valid Script Extender plugins I should be able to help develop this and do the same for Oblivion
(at least in theory)
Yea turns out the script extender team have done a way better job of reverse engineering the games than I could hope to achieve in the next few years, but I don't regret trying my hand at it, it was very educational if nothing else.
I think... Blue amulet is the publisher
WallSoGB is the developer
😄
ooOOOohhh ok that makes a lot more sense
I thought I was forgetting something
i hope you can do it
So do I 😅
WallSoGB contributed the culling disable code
Also wow it's already been a year ...
Thanks for the clarification
Ive managed to convert the Visual Studio Solution to cmake.
Ive managed to crawl through all the dependencies and get it to compile without Windows Build Tools or any of that; just with MinGW and DX9 sdk I already had.
I solved some silly linking errors but atm Im struggling to get it to stop trying to link 3 specific 64 bit versions of libraries to the 32 bit dll.
As soon as Ive got that down I should be able to test and start contributing tho, I hope!
(EDIT: Update, fixed a whole mess of linker errors, just need to fix whatever Ive broken with how hooks.cpp is relating to libminhook and maybe we're golden? 😂)
It compiled.
It linked.
It deployed.
And it didnt work 😂
I goofed something somewhere but otherwise my setup seems to work now and I (mostly) understand what Im doing.
I think I just made a mistake with libMinHook, should be solvable.
I have committed compile-time crimes beyond imagination, my CMake file looks like a Jackson Pollock painting and my GPU is screaming for mercy.. but I was actually able to compile WallSoGB & BlueAmulet's FNV Plugin locally, using only MinGW (g++) and CMake!
I had to do a bunch of trash, including basically learning CMake from scratch and relearn C/C++ (and GNU C Compiler specific quirks like its custom inline assembler format which is different to Visual Studio and much more confusing) and so on, and some gross dependencies; but I should hopefully be able to contribute to the plugin now, and in theory make an equivalent plugin for Oblivion!
... I really wanted to know if I could get this far without relying on (or installing) Visual Studio, and after a while it became a source of hurt pride and I had to see it through 😂
It's taken me no less than a month to get this far, but I've got some ideas to maybe help with culling, and if I can isolate the untextured draw calls and cut them out at the source I think that might be a banger. Only time will tell tho.
Going to be pretty busy for the next little while but 🤞
insanity
darn near tootin' 
Did about a half hour of capturing walking around/fast traveling around the wasteland. 1700 upscales/pbr added later and it almost covers the whole game 
it just shows how low polly the normal new vegas stuff is
THE ORB RETURNS
Idk what I did on my end, but I haven't experienced any bad fps others are reporting 
maybe one of the later remix verions fixed performance stuff?
Does anyone know why the faces of the geometry on the terrain and rocks is immediately noticeable when ray tracing is turned on vs off? Perhaps its a rasterised shading technique to mask the polygons and vertices?
It's definitely a lot less flat and polygonal without raytracing, believe Oblivion does it too
such smooth
still low FPS for me
no idea what's different 😢
I cannot for the life of me get bBackground Keyboard to work now lmao
This is actually fucking scary
Test in the middle of goodsprings, inside McCarran camp/parking lot/tents (not inside the terminal) , Freeside, or right outside Camp golf (ALOT of vegetation behind the tents towards the lake). Try those locations if you can an report back.
smooth sailing on Quality dlss
i9-14900k + 4090
fps counter at the top right
Ay skurtyyskirts, how'd you get NV to recognise system key inputs (To open the remix menu, to clarify, since Alt doesn't work unless I'm specifically pressing Z or Tab to switch windows or open the Nvidia app overlay)? I'm still having trouble figuring it out and what I did to fix it the first time doesn't wanna seem to work anymore
@ skurty, interesting.
Tho i wonder if kim used Framgen in her tests. I have 3080ti so i never took that as a factor in measuring perf.
Hmm, not sure. I don't think I did anything out of what the tutorial to get nv rtx up and running, or to be able to press alt+x 😦
I checked the setup in the launcher if maybe there was an option to enable/dsiable the system key inputs, but no
With frame gen and dlss off, I get about 20's
I only meant for the FrameGen being off...
👍
Damn, thanks anyway though fam :(
Try vault 21, (not the lobby). Also...Do you have dxvk.conf in the main dir?
i suspect you have some textures "mis-selected" maybe thats why you have high fps. Like that smoke from the barrel textures for example, they are outside of remix/selected as UI maybe.When you have one or more textures that shouldn't be marked as UI, that pass as UI, the FPS will skyrocket.
vault 21 with frame gen on/off
Here's my rtx.confs and dxvks
dxvk's in the main directory 👍
@sterile turret d3d9.maxEnabledLights = 1024
paste this in dxvk.conf.
Remember: if there is "#" in front of a command that command is INACTIVE. so dont Place # in front.
and while in Vault 21 , go to The lighting tab>Debug lighting, see the number of direct lights
What res?
Gotcha, is this where the debug lighting setting is? 
2k
I can get about 40 with frame gen and quality dlss at 1080p
1st.Your antculling must be off.
and since you have only 1 light, means you dont even have the newvegasRTX light installed(or at least not correctly installed) , If you had you'd be getting 7 sphere lights + 1 distant.
When you place the d3d9.maxEnabledLights = 1024 in dxvk.conf you should be geting 600+ in Vault 21.
Thats the test! 🙂
Are you starting the game through NVSE?
I dont know, i have it on steam.But... the ini shouldnt be 1 kb
no, sorry my mistake
but do open it and see the settings
Last setting I changed was disableculling=false, but was still getting 1 light in valut 21
Disable culling should be True!
The culling reffers only to geometry being retained outside the camera view(this is what bogs down remix/CPU the most)
The direct lights are diffrent issue, but pretty sure these two files are the files that are supose to translate the lights from the game and pass em to Remix
The issue might be how you are starting the game. The NVSE. Dont start it direct from the games icon. Start from NVSE (or you use mod organiser which is basicaly the same, you still have to use the NVSE. exe)
Ohhhh mercy
oh mercy me
I was using mod organizer to launch new vegas
crikey

How your FPS? 🙂
You can use MO, but you still have to use the NVSe exe to start eth.
Now my fps matches y'alls 
Outside's all black tho 
Oh no I see, skys fixed, sorry new to MO lol
Even if you have the memory patch?
I always just use the force load libraries in mo2
Why does culling need to be disabled?
followed all these instructions, but RTX remix isnt being loaded for some reason, alt+x does nothing
yup, when loading into the game a few things look kinda fucked
that's from the other tweaks that allow Remix to run properly
thats what i guessed
can you share a screenshot of the game folder?
looking at this its trying to load, but just, doesnt?
the alt+x popup never shows either
if there are any logs in the .trex folder, please share those too
also share a screenshot of that folder
(this log is from like a few seconds ago, different one then the last log
reinstalling nv rn
if you own the game on GOG, it has a higher chance of working
reinstalled, same issue 
first boot it did tell me to update my drivers tho, so remix WAS loading in atleast a bit
send the other log file in .trex
so it did launch this time, but it seems to have crashed
the ending exception happened when i was closing the game
okay
give me a second
https://mega.nz/file/2N4glTgK#8kGKDpAh5uIxXziSUaQxJRazM_h5wA4pRTEUuE2ZJ1U
download this. extract the contents into the .trex folder, overwriting existing files
then run the game again
this is an older version of Remix that worked better for this game
it opens, remix loads (and works), but Alt+X does nothing
there's a step i keep forgetting to add into the readme
hang on
in MO2:
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.
wheres the custom tab?
ini editor
it was already set to that by default, and i still cant open the menu
newest, just installed ~1 hour ago
2.5.0 revision 22714e5c
added that, and the menu didnt openn
restarted the game?
yup
okay
so the latest bridge and dxvk versions are broken for this game now 😦
wow
updated the instructions to account for this
@olive charm pipboy is indeed broken. adding it to the list of textures for UI in the Remix overlay will break many other things though 😦
if you need to use it, add it, then remove it after
@olive charm can you please share your build_names.txt file with me?
sorry for the late reply, i fell asleep
no worries
one more thing. very sorry lol
please share the dmp file that was generated in the .trex folder
i'm filing a bug report for this 🙂
can u share the pbr textures?
It's not really a complete texture pack, it's not really polished enough to put on Moddb
@hearty crane do you happen to have a video of the AO objects glitching/corrupting with the newer builds of Remix?
@dusk rock Havent tested for a while now.Why?
i have a bug report opened and they're requesting a video of the issue
just from build 409 specifically
Got 408, then 490 and newer. The 409 is expired on github. I can test with newer ones, its the same issue anyway.
i have 409 available
let me grab it for you
it's in here
actually... hm
nope don't have it. oops
do 490 then. that should be good enough
https://www.youtube.com/watch?v=jKeT4f1bBcA
@dusk rock
thank you. perfect
Generic.Malware/Suspicious, C:\USERS\myusername\DOWNLOADS\BRIDGE-REMIX-1163038-65-DEBUGOPTIMIZED.ZIP, No Action By User, 0, 392686, 1.0.87418, , shuriken, , E267CDC2F2DC0CDB2AAC02D8E18D3EC4, C6B294075C9140B896607839CA43A19CCD6FE7E74C599D5EDA6CAD652032865B
🤨
did a malwarebytes scan and that came up
and also https://www.virustotal.com/gui/file/c6b294075c9140b896607839ca43a19ccd6fe7e74c599d5eda6cad652032865b
VirusTotal
most Remix builds have false positives unfortunately
that upload was the original one from this page: https://github.com/NVIDIAGameWorks/bridge-remix/actions/runs/8574006517
it expired however. all i did was upload the one i had downloaded earlier on
for example, download this one: https://github.com/NVIDIAGameWorks/bridge-remix/actions/runs/9487518074
it has the same false positives: https://www.virustotal.com/gui/file/940554a4e626d7ce47784217d152933f51ccb48cd5a313c72d2590b216b82d22?nocache=1
ah ok, just looks really suspicious
ya. it's good that you brought it up
also, sadly i uninstalled fnv so i dont have the dmp file
no worries
Is remix compatible with the twerkathon mod?
another thing, RTX.Remix.Downloader got flagged as a stealer
by what, malwarebytes?
yeah
it's safe. i sent it to Microsoft to verify it as safe. they did so and removed the detection
the reason AVs see this as malware is because the way the exe was made (a wrapper for python) is commonly used for such tasks. however it is safe
it's just "bad" by association basically, but is fine in reality
#1132988164814934167 message
and you'll see that in VirusTotal it shows as clear for Microsoft defender 🙂
im gonna check it in triage to be sure
it's also open source
it was packaged with pyinstaller. you can see the exact workflow for it here: https://github.com/Kim2091/RTX-Remix-Downloader/blob/master/.github/workflows/build-release.yaml
that workflow output was directly released 🙂
i looked to see if i could find the submission with Microsoft, but apparently they only keep the records for 30 days. that's pretty annoying 😦
Check this report malware sample
6443c13d55ea8baf21b29600cfb7edfde52dad33e79dec6f328762022fdd0514, with a score of 7 out of 10.
yes, look at the behavior. it does exactly what it should be doing
the score is simply high because it was made with pyinstaller
it extracts python + dependencies to a temporary directory in %TEMP%, and executes a python script. the script then downloads RTX Remix, which is the dll it's referring to
i saw, just showing that
ah okay. i thought you were still concerned
we do maintain directions on how to install the latest versions manually for anyone who doesn't feel comfortable using the downloader: https://discord.com/channels/1028444667789967381/1144151168830939280
sorry if i came off rudely btw, wasn't my intention. i was just trying to be as clear as possible
💚 Hello Project Leads! 💚
Are you leading a Remix Mod Project? I'm eager to hear all about it! Please feel free to send me a direct message so we can discuss your project in more detail.
wow
i never saw this message. sorry Wendy
basically it's just the issues i have open on GitHub already for the game 🙂
is NV and or Tale of two wastelands playable with this? does it work well?
Since TTW is FNV basicaly(with integrated Fallout 3 ,afaik), it works(as well as it does the base FNV). Im not guessing, i had it working w/Remix more than a year ago.
It's technically playable just don't expect high frame rates above 30 and expect some glitches and bugs
are the bugs severe? because if not i wanna try.
It's just very dramatic on frames
3080ti do well?
Nothing does well
ah. i see
7950x3d + 4090 here. 18 FPS
reflex monitoring attributes the poor performance to the driver queue
there's an open issue for it
I really hope someone takes a look at it soon. This is the game I want the most to have path tracing
I also hope that that won't be any issues with existing mods like the 3D scope one I can see that probably having issues
even if the performance is fixed, unfortunately replacements don't work right now either
you can only replace textures. can't put in new lights or meshes
that fix is seemingly a long way away 😦
😭
why can't we put new lights/meshes
and how is the fix long away?
other games with this issue render everything through a vertex shader. FNV presumably isn't any different
when you replace assets with Remix, it relies on proper interpretation of said shader. if it doesn't, it might be able to render it, but you can't replace assets
and that's why it's a long way away. it's pretty complex to fix
that's my understanding, at least
I can confirm that Fallout New Vegas (and all the Bethesda RPGs since/including Oblivion) all lean on Remix's vertex shader capture, except for some very, very sparse exceptions (stalactites in Oblivion caves. No joke)
What makes those nifs different?
The properties could be applied to nearly every other nif, if it has the same effect in the NV iteration of the engine.
Windows cmd only closes and opens when I click the exe, I don't belive I have the "mod organizer" that you speak of
Update: got it to start but I think I did smth wrong
I'm assuming you mean Nexus mod organizer
no
Mod manager for various PC games. Discord Server: https://discord.gg/ewUVAqyrQX if you would like to be more involved - ModOrganizer2/modo...
Thankyou
I've Issues with Github before as you know too well, but under actions, there isn't really anything that directly yells out "Mod Organizer" which one is it exactly?
Tryna set this one up for a friend of mine
Is it build or lint?
Thankyou, I appreciate it greatly
@ 8
Try this file, See how different the result is. That pic is very weird, also looks like maybe the light above is selected as UI or something.
Will do, thank you, I appreciate it
😦 well... for New vegas these rtx.conf files dont really translate properly(maybe cause the hashes are unstable and they change names, dont really know). you have to hunt for textures and experiment
Yeah, so path tracing ain’t working in 3rd person which is weird, it disables all of the remix settings when I go into 3rd person
heres first person
My gun broke in the screen shot, but works in game
which is weird
I'm completely unable to use the Pipboy
Found the fix
Just needed to mark each gun as a UI texture
My assumption is there's probably a texture specific to the third person player view-model that you've accidentally flagged as UI;it's a pretty common problem especially as the Bethesda Gamebryo engine's thumbnails can be very deceiving.
You'll also see such problems if you turn a certain direction and you get rasterization, it means something on-screen is shutting down the process.
anyone messed with this recently? i'm gonna give it a shot again
unless i'm crazy i think performance improved a bit
is there a reason why it performs so badly?
it looks like its just drawing way too much stuff on first glance
what are your remix settings? your gpu is at 100% usage
i was assuming it was cpu limited at first lol
it is CPU limited
the GPU reading isn't correct
the GPU is only drawing like 70w lol
annoyingly the workaround we had to allow the remix overlay to open isn't working anymore
another thing that annoys me is that overlays report remix as dx12
i wonder if it has to do with the bridge as x64 alone shows as vulkan as it should
hm
#1055003495637454879 message
this fixes it
is the custom culling solution the only thing we need to progress?
not the only thing, but it'd fix performance
the beauty
what the hell is with the normals
there are none
just turn off capturing it from the vertex shader
if you have it on, it looks even worse in this game
this game is begging for a proper remix treatment
The sharpest cheekbones on the whole Strip
I think about the future of tech, what’s next for us, will it blow us away or just be mediocre for a long time (I’ve been playing a lot of cyberpunk and fallout, and watching robo-cop and terminator)
so with 1.0 any good news for this?
nah this game is cursed
Oooof this is the one I was most hoping for
I'll take another look sometime soon with the newest updates (haven't Remix'd this game in over a year). I got some small-scale promising results early on, but the engine issues were far too cumbersome
it's still very bad
the FPS issues in FNV seem to correlate directly with the buffer count
i'm not saying this is the direct cause, just noticed the correlation
in view transform is all kinds of messed up, but interestingly the lights on the casino work
marked as world space UI
0 idea what this thing is lol
looks nice though with some tweaking
reference mode
ref with DLAA
then just RR. looks the same to me lol
Hope this game can become playable with rtx at some point
Because it’s still very glitchy isn’t it
ultra glitchy
Damn
At this point we might as well ask Bethesda to make us steam betas for remix compatible versions of New Vegas, Fallout 3, and oblivion before they really gonna do anything besides elder scrolls 6
Maybe xoxor could take a gander? 
yeah probably, especially with how many modding tools there are
you could probably rewrite your own renderer
I’ll have grandkids by the time I figure out how to do that shit
i think the possibility of a AI-based renderer would happen faster than the time to learn how to do it as well lmao
Yeah but I’d be an old mf who’d be too stubborn to leave my life’s hobby work
And just make it harder for myself
this btw
https://youtu.be/lCR9sT9mbis
Rendering Cityscapes sequence in GTA style. The frames were generated using CycleGAN frame-by-frame.
project webpage: https://junyanz.github.io/CycleGAN/
github: https://github.com/junyanz/CycleGAN
arxiv: https://arxiv.org/abs/1703.10593
Eh, remix will never die
AS LONG AS I LIVE
Ngl we might be making Portal 3 RTX by the time I figure it out
To clarify though, the tools Xoxor is using is like PIX, dxvk runtime, APItrace, visual studio shit right?
in addition to a bunch of detour stuff to hook engine functions, which you would find the offsets/signatures with ghidra/ida pro
Mhm
i feel like fnv shouldnt be that hard to get working with FF but what do i know
It’s crazy how we’re 14 years older since that damn game came out and nothing has happened since
Skyrim *
You know about as much as I do, but tbh fallout 3 should work too, but it doesn’t, it’s probably somehow having something to do with Bethesda’s buggy ass engine
we dont even know if that engine has any FF fallbacks
I mean, it gets path tracing, it’s gotta have something, (new Vegas I mean)
Haven’t looked into fallout 3 since I joined
vegas was modded to get working, and iirc its just via vertex shaders
not actual fixed function
I don’t know much about modding with remix but to me it pretty much seems like we just gotta wait and pray for the day that remix can work with more modern games for anything to really work
I don’t really have any older games that work with it anyway, all the games I have that I would like to add it to are too modern
So it’s kinda useless for me
unfortunately for you, the likelyhood for remix to automagically add support for modern API games is never
all of these would need their own unique integration
its not remix's fault. just the complexity of game shaders
I don’t mean automatically, I just mean the possibility, I know I’d have to figure something out
you would need the RR knowledge of xoxor4d to have any possibility, and that takes years to learn
No I mean the possibility of remix working with modern games, then someone could work on adding it to a game and it actually works using their knowledge
Well, they plan to get support for all dx9.0c shaders, but not further, tbh I thought we’d get that with 1.0, but they kinda decided to release 1.0 after 0.6, probably because Nvidia wanted to bring more attention to remix by announcing its full release, I do imagine one day, it’ll all work
i addressed your question correctly. There is no way to have support for anything above dx9 without modifying the game and remix itself
so there is no support to be added
Well thankfully we got smart people who can figure that stuff out, just takes a long time but it’s worth it
Is new Vegas 9.0c ? Or would that still not fix its problems
yes
They are looking for more shader support, like dragon age origins doesn’t work because remix doesn’t have enough shader support, so they would like it to work, also older games like FEAR, that use shaders despite being old, so I think that’s what he means
right but even if they add newer shader model models to support, what's the chance it will hook? vertex shaders still exist but its not remix can automatically figure out where the camera matrices are
SM2 is a lot easier since its limited by its age
It is 9.0c, but most of those games are shader reliant, but they also usually have a Ff, that’s why Xoxor can get them to work, he also just makes his own Ff sometimes, so if he really wants to he could get this to work
Weird because Skyrim showed some promising results and it’s newer, idk what the “old version” of Skyrims dx is
dx9c
Skyrim is NOT dx9c
it is
but both of these games are rendering with SM2 so remix will never fully work with it until remix adds better support or someone RE's a FF-based renderer
the latter is FAR more likely
There’s a lot of love for the games but I know that, that is a lottt of work and you have to be very experienced
We can force this into sm2 with dxvk.conf, so, we got that going for us, what’s the chance, enough that I’m waiting
ye but the game has to use/support SM2
if it doesnt have a SM2 fallback then it wont run at all
same goes for SM1 or SM3
It usually crashes if it doesn’t have said fallback, atleast in my experience with Kane and Lynch
ye
Yeah, it says you have unsupported hardware
It’s a damn shame man because I’d love to play it fully fleshed out in remix
It’ll work one day, I hope
Honestly even a “playable “ version would be enough for me
I had a lot of issues, glitching textured areas being basically black and then ui stuff being weird
Just real messed up stuff
Yeah I’ve used it, but with how buggy Bethesda games get it’s not crazy buggy, a good bit more than usual
I didn’t play this game until like 2014 unfortunately
Wish I could have had the chance to play it at launch
Wall_SoGB is doing that
Supposedly the new rendered will be dx12
I mean honestly I’m playing it for the first time right now, vanilla game
I’m liking it though
Yeah, it’s great j wish i played it sooner
I've been playing the game a lot and I mean a lot I have above 1,000 Hours In the game. Anyway I really hope that wall_sogb will allow us to use the RTX renderer with his
lol I just started playing, I got 20 hours already
Hi! Im jumping on making a rtx stable version of the game, if someone needs help tell me! otherwise i hope make the project true and shared with u guys, blessings ❤️
the main issue is that everything is rendered through vertex shaders. if this can somehow be converted, that would resolve pretty much all of the issues
xor passed the vertex shader output through a camera or something for COD to convert it to a more compatible format for Remix? that's a very very bad description of what was done, but i can't find the original message
Has he dabled with Fallout NV or tried that method in this game?
i don't think he has
Dw I got it ✋🙂↕️
Well there are one other person who might be able to fix it WallSoGB who seems to know a lot about the fallout New Vegas engine. I am unsure if they have any interest in remix though
I'd managed to get the RTXNewVegasHelper plugin peeps here had been working on to compile on my machine, had to make some modifications but it compiles with GCC and CMake now, which in theory means I can work on it too, but time.
Time is my immortal nemesis.
very nice
Time is my immortal nemesis.
mine too lol. it's either too fast or too slow, or too limiting
so hope at least still exists?
Hope always exists
You might want to build on this: https://github.com/xoxor4d/NewVegasRTXHelper/releases
^ implements fixed function rendering for skinned and static meshes which improves performance and fixes the normal issues on character models
Implementing a system to animate / set remix config variables would be pretty straight forward. Someone just needs to find a way to define / intercept certain events (like going indoors/outdoors etc.)
EEEEEEE thank you xorxor!!

@dusty lynx do you want me to make a PR?
Sure go ahead
Holy cow! Love seeing movement on this project. ❤️
How to set up FNV with Remix
- Download RTX Remix using the downloader in #remix-beginners-guide, and install it to your game
- Download the latest version of the fix package: https://github.com/Kim2091/NewVegasRTXHelper/releases
- Extract all contents to the game folder (except for the
_Documentsfolder) - Extract the
_Documentsfolder to your Documents - Open
FalloutPrefs.iniin your%USERPROFILE%\Documents\My Games\FalloutNVfolder
- Edit the
sD3DDevice=line to have your GPU name (e.g.sD3DDevice="NVIDIA GeForce RTX 4090")
- Run the game from
nvse_loader.exe
Tips:
- Start a new game and set up your character before following these steps
- Disable Steam Cloud for the game, so it won't overwrite your config or saves
would love to see some screenshots of this, even tho im about to try it myself
#showcase
thanks man that is sick
do i need to download the 32 bit or 64 bit
from the rtx remix download script
32 bit
and I just paste everything from the remix folder into the game right
and then follow your guide
mhm
you followed the step to update the prefs file?
also try a new game if you're getting into the menu
I can’t get into the menu
Just a black screen and says rtx remix has an issue and crashes
tell me what you did in what order
Downloaded remix, dropped all those files into the main directory for fnv. Which is program files 86\steam\ steam apps you know the rest. Then downloaded the new Vegas helper mod and extracted it then took all the files from it except _documents and copy and pasted them into the fnv folder. Then opened the _documents/my games\fnv and took those two files it has and pasted them into my directory for that and then added into the rtx 4090 into that line
well, that should be right
And then I open the game from the nvse loader
afaik everyone who tested it used the GOG copy. maybe something is different there
i'll try it on Steam
Oh
btw what does it say when it crashes?
it's not crashing for me on my Steam copy
latest development builds from the downloader
debugoptimized, 32 bit
what does the logs say?
Give me one sec the driver is updating lol
do you want all of them? bridge 32, 64 and remix dxvk?
sure
oh it might be windows defender being a bitch
because it removed the rtx downloader
That fixed it, just can’t get into full screen now
My game doesn’t look right tho
textures all blue?
of course the screenshot folder isnt anywhere obvious
does screenshoting alt-f1 work?
Not really, it adds it into the main folder but it’s just a black picture of I open it
Alt x also doesn’t work
Had to take that from my phone
in Fallout.ini:
bAlwaysRunByDefault=1
bBackground Mouse=1
bBackground Keyboard=1```
that makes it almost kinda work
and use this bridge.conf
dumb question but you do have nvse installed, right?
it comes with the new veags helper
oh nvm then
Okay trying again now
Guns are still blue tho
Bro I tried to map the pip boy ui because that used to work and have fried the whole game 💀
Had to shut down my pc because I couldn’t do anything
do you have compatibility mode enabled in windows for new vegas?
Had issues with when using enb years ago
If it has to be done manually then probably not because I’ve never modded it before
are you using nvse_loader.exe?
bricked how?
I had to completely turn it off because everything froze and when I logged back in it took a minute for anything to show up
We’re fine now
yeah I've had remix lock up on me a few times lol
probably best to xoxor or blueamulet tomorrow
My game still looks like the screenshot I sent
From the showcase it didn’t look broken like this
it's possible just some guns look right
this isn't a full fix for FNV, it's a basic fixed function implementation that we can build on
the beginning areas look okay overall
Yeah, it’s a cool start, sucks you can’t use the pipboy at all
Characters are blue as well
that's an issue with the pref files for the game then
@sterile turret is having this issue too
renaming the GPU in FalloutPrefs.ini is supposed to fix this
but it doesn't always it seems
It’s actually kinda cool how the pipboy like just barely works
I turned in on in this dark area and it is a little brighter
Remaining it to something else ?
Like 3080 instead
rename it to your GPU
It already is tho
I wonder if the GOTY edition doesn’t work, lemme try the base game
i'm using NV Ultimate edition
are you using gog or steam?
the Steam version seems to have more issues
gog 
in alpha test/blending>emissive blend translation flip that one and the one below et , see if that helps
this bug only shows up when the game is resetting the ini files
it's using different hashes from what was configured i think
So the ini should be read only? or it doesnt work that way either?
didn't try that
one of the causes of it resetting is from the GPU line being mismatched with your actual hardware
but there's gotta be something else too
I wonder if it's because I had it installed on my C drive, installing to desktop now 
ah, in program files?
yeah 😅 I gotta relocate my game librariles
@glacial sedge is this where yours is too?
Yeah @dusk rock
Yep, it was the C drive, all fixed 
Why is that?
Permission issues
Well damn so I have to uninstall it
it's odd though because the .ini files are in documents, I didn't think it'd work for a second lol
if the files or folders are blocked by windows, try adding the file or folder to exceptions in controlled access folder (virus threat protection>allow an app through controlled folder access>add an allowed app)
For win 10 that is...
that's not what this is
it's just permission issues with an admin controlled folder (program files)
well it says choose drive it wont let me change it to the "desktop" 'folder'
ah 😦
even creating a folder it doesnt let me move it to that smh
try moving the game folder anyway just by cutting and pasting, then run from nvse. it might still work fine
as long as steam is open
out of curiosity what happens when you tell remix to ignore the normal maps?
Well it’ll ignore them, but there’s a simpler way to do so
Watch it be something stupid, I wonder if tinkering with the resolution in the ini or setting the full screen to 1 did anything
this shouldn't be a problem at all
it looks fine for me
it's something else going on
the only time it looked like that for me was when the configs were being reset still
at least in this case i was right... 🙂
is this with xor's patch?
yeah
the thing is, when the patch is working properly, these shouldn't be seen at all
like this is how it looks everywhere
( i didnt update the rtx files tho, so its older dxvk build but it started imediately)
There is this direct light attached to the map that i cant see in the debug(if you press left button while on the pip boy screen you can rotate the "map-Light")
its not the sunlight or moonlight from wallsogb patch , there are two distant lights now
how did you get them to stop resetting?
waitttttt, cloud saves, it's gotta be the cloud saves
Noticed that if I deleted my .ini's and started fallout, the ones I just deleted populate - gunna try a clean install with the cloud off
i disable triangle culling and emissive blend override and things (normal maps) disappeared(maybe it needed time 🙂 ).there were other weird things going on too like x ray vision seeing rooms beneath second floor in mccaran.
was this tried with remix
what
nvm realised this WAS for remix
its weird seeing that lights are attachable to textures now from the runtime with this release . Thanks xoxor4d! 🙂
With the sky lighting, it kind of looks like Stalker now 🤣
I had to turn off alpha blended for it to not show the blue textures
But it’s pretty much unplayable
No ui or anything
using the provided ini files (with the gpu setting changed to yours should work)
Or only replace the fallout ini and not the prefs one
I’ll try it again but mines been very broken
Hmmm, I can’t even open my ini
Nvm
Now I can’t play because the game opens in a super weird resolution so it’s halfway off the screen
It’s still 1920x1080 but it only takes up half of my screen making the menu impossible to reach
There is some x y start offset setting somewhere .. set that to 0 0
I can’t find anything like that
I just put he full screen on and it fixed that issue
Now it’s working correctly I think
in fallout.ini
iLocation Y=5
iLocation X=500
Thanks
Turn off the cloud saves, and then change the .ini files
My cloud saves kept overwriting the normal maps fix lol
it cant do it anymore because its not in steams normal directory so that problem is gone i think @sterile turret
hey, you fixed this ? I have the same error
Download the latest delopment build for 32 bit debug optimized @raw slate
thats what worked for me
Nice thanks !
Had a moment tonight to have a poke at Xoxor's FF contributions, and I'm jazzed.
Personally, it's just the example I've been wanting that I can use as a basis to learn more about doing the same; I'd been a bit lost where to start and honestly too busy and nervous to ask 😅 but seeing what Xoxor has done with a codebase I'm already a bit familiar with.. with some time and work this can definitely be ported to FNV's contemporaries and built upon here. More importantly as it is right now (even with some remaining weirdness which is to be expected) it results in clean captures.
Sensible meshes, sensibly centred, and therefore definitely replaceable with Remix in a much more consistent way now, not just textures.
I can't wait for next week, I should have some time to see if I can merge in my changes on my end so I can compile with GCC, if I can.. hopefully I can start meaningfully contributing as well! 
why wont the game let me interact with the remix menu
i fixed it
wow its actually not crippling your performance 😄
yea it's pretty much fine really other then the usual vats jank. I got everything cranked to the max settings wise as well idk.
I did install most of the vats nvse mods as well. that might have helped. because it def was trash before those.
Wonder if this works with Viva New Vegas and SALVO
I've been away from the NV modding scene for quite a while but VNV is just a mod list right? I have a high amount of those mods installed though by a having quick glance over them .They seem to just work ** "fine" **.
First I've heard of SALVO as well so I'm not sure about. You'd just have to give it a go I guess
Any luck with fixing the pip boy ?
I had it half working, usable with remix but visually still broken. I'll try and figure out precisely what I did so others can benefit too 😅
IIRC theres a few textures that if you set to ignore precisely the right ones everything but the menu breaks 
Setting it to ui used to work but with xoxors patch it doesn’t so it’s beyond me lol
@urban folio whats up with the lod?
WDYM? The giant white spheres of LOD'ness showing up randomly? If so, I'm not sure what they are. Nothing I tired fixed them either. I see others have them by looking through this thread though so I guess it's "normal".
White spheres?
You can see them a few times in the rtx vats performance test video I posted, but .avi's phone pic illustrates it the best though. #1106553248590090351 message
huh
@urban folio yes them hope we can find out how to remove them
Is it worth trying to do a playthrough with RTX on Yet?
It depends on whether you're playing for yourself or to make a lets play out of it.
If you want to do a playthrough without modding as you go, and make it ✨ content ✨.. I probably wouldn't reccomend it yet.
I've been tempted to do a "Lets Mod" series where I remaster as I go, with plans for Morrowind, Oblivion and FNV, but theres a few irritating compat issues and frequent enough crashing that's disincentivised that for the time being.
A playthrough would be a fantatsic way to identify more compatibility issues we may have so far overlooked however! (And in many cases, very pretty, and likely still very fun with frequent saving
)
I usually play Vegas by myself not streaming it because I still feel the game is unstable no matter how much you try to fix it because of that I have gotten a bad habit of quick saving a lot when I'm playing RPGs 😂
right now I'm playing through new California for the first time
how do I install the RTX mod it's been a while since I have used it and I can't remember
also how bad is that pip boy issue? I'm thinking if we don't have a fix I can at least turn the RTX on and off it might be a bit annoying but at least it's a workaround
Might want to specify to use debugoptimized in install instructions. release build crashes
@wet robinhow did you fix the remix menu?
@dusk rockthanks
How do i download the new build on moddb?
i tried to drop it into my folder and followed the github guide but it doesnt show up in my game
So saw a news article that there is an official remix project?
Working on it as we speak 
out of curiosity what are your plans and intentions?
like is the end goal for a fully playable game with reworked textures and what not?
also impressed its come this far last I heard there was still engine compat issues so this is realy neat
also are you planning to continue this beyond the competition eg recomended mods mod list ect? (me hoping for TTW Remix XD)
ngl same. That would be the ultimate way to play TTW
The whole shabang, I've been doing a little bit here, a little bit there, there's so many locations and spots to retouch I haven't felt an ounce of burn out lol. Will be doing this one for a long time. Back when xoroxr was doing his patreon to reverse engineer games this was the one I picked and he got it working 
Damn great to hear for sure if possible if you have means to have us track your progress I would 100% be interested, looking forward to seeing how this goes would love to play a good looking fnv ( and ttw should you find the time that is)
Can we get a current list of hurdles that need to be surpassed?
The 2 big ones are the pipboy and some white textures that appear around the corners of props. I'm not sure what's causing it, but if you play the demo (I'd recommend loading into a previous save) to avoid the pitboy at the beginning, you'll notice some white textures around some objects. I've tried tagging the pitboy as UI texture or world UI texture but it doesn't want to show 😦
Maybe some of the other rtx remix devs can chime in on this?
Hipw that could be figured out
Could maybe make a mod that removes it ans makes another way of accessing the pit boy
Maybe one that actually makes the pipboy key open an actual menue and not the games way of doing it in world
Would be essentially a custom mod just to get remix working xd
Also could look at meshes in nifscope or GECK to see if there is an in scene object or mesh causing the white
Don't know how much experience you have with the creation kit but might be worth a gander
Unfortunately don't have any experience with modding fallout new vegas - rtx modding's more my speed but it'd be cool to find a new vegas modder who could identify+solve the white textures as a mod solution. If it's even an option. In Remix there's an option to tag these textures as ignore, but the problem is is the white textures are constantely different, for some reason other textures get wrapped up in them, so setting them to ignore could make my hands disappear because the white rings are using the hand hash, and next thing one could be a wall hash, etc. Here's an example of the bug
ah gatcha if i where you id look into post on redit for modded NV to see if you can get a fallout NVSE modder to assist you with the pipboy and maybe the white mesh thing
Do you have any specific models that it occurs with?
Beyond that table, just to look for a common thread
I'm pretty sure I know what the issue there is, I just want to verify
Scratch that, I'm certain of what it is now
One of the things that's common in both Fallout 3 and NV is the intermittent use of vertex shading to give a sort of fake AO
So they'll make a separate section of the model just for this purpose, then shade the vertices to make it look like there's AO
Here you can see the model with the vertex shading
Here you can see it is a separate part of the NIF block
That has vertex coloring
And this is it with vertex coloring off
Looks a lot like your screenshot
Also, for posterity, I tried with another model that showed white, from your youtube video, just to make sure
So it's really just vertex shading, this kind gets used a lot in NV, not super consistently, but vertex coloring gets used in other interesting places, so I don't know if acting to disable it is even really possible, but if it is, it might mess up some other things
For example, Caesar's legion's soldier tents are a pretty iconic red
But that's just vertex coloring at work, it's not the texture that gives it that look, it's the NIF. Here's a comparison between the tents with and without vertex coloring
today I learned something new.
Reminds me of how they made the trains in game.
Ahhhh bingo, bingo bingo bingo, thanks for investigating that. Rats, that puts us in a pickle 
No problem!
Also remember recommending looking at them with nifscope
Ye here
Nifscopes an amazing tool to check on creation engine meshes
Interesting use to create AO that's crazy
Imagine if you disable vertex shading tou could just fix the assets texture manually no? Eg make the legion tent texture red
If a blanket disable across the board was possible that is
I suppose you could do that, but it's a hell of a lot of work. Vertex shading and coloring is all over new vegas
It's a real pain
And they won't look quite the same, which, if you're going for a remix, is probably fair
Ya I figured since the game is being worked on in remix anyways getting rid of vertex shading might be a better solution
Not finished with the lighting yet, but thought this was pretty 
Please vote Fallout: New Vegas RTX for ModDB's Remix competition! https://www.moddb.com/groups/rtx-remix-modding/competition
https://www.moddb.com/mods/fallout-new-vegas-rtx
https://github.com/skurtyyskirts
https://ko-fi.com/skurtyyskirts
The white circles are untextured drawcalls
Pretty sure you can ignore them through remix
Yeah I tried but it keeps populating with different textures that'll just appear white - its a vertex shading issue on the games side
@sterile turret if you want i can post your video on some of the fallout servers i am on
btw did you fix the pip-boy?
That would mean a lot, thank you! Still looking into it
I'm wondering if the vertex shading issue would fix the pipboy, gunna see if I can write down the mesh that keeps appearing and see if it changes - if it does it's likely the vertex thingy
no fucking way
the game doesnt use only 4gb of ram now
remix turns 32bit games into 64bit
if im not mistaken
looks awesome just hope there will be a way to add a orange hue over the game or some tint of sorts with the remix
Sortof
The remix runtime, the thing handling all of the pathtracing and replacements is 64 bit, the original game remains unaffected.
So you can run the OG game with as many texture or mesh replacement mods as you want for "free" as long as they are done through the remix runtime / remix mods; but the original game still needs to respect its address space limits.
Made some good progress over the weekend
Prolly the best we gonna get...
Can't wait for this project
Basicly any mod you want to add you'll wanna do lighting and textures through remix which is fine i think most people who run into the 4gb limit are modding graphics
Honestly would be alot of work but if people remix there mods we could prob have even more content mods
Seeing as the 4gb is reserved for content and not textures
It looks good but you might want to tone down the shiny a bit
I think with the fog tuning settings you can add a color gradient to it
Cause in Gmod rn you can have your heavier fogs/mist to be red colored and what not
But obviously it’s a source game compared to the game fnv is made which is the same engine as god damn fallout 2
That’s cool as hell dude
You working on this solo?
Roger roger, one man army 
if this actually gets finished and is a fully released pemix project like painkiller
its so over for Bethesda
I’ve remade a handful of NV assets over the years, let me know if you’re interested in plugging some in, I’d love to see how they actually look in full PBR
Can you show your work? Would love to see them
https://next.nexusmods.com/profile/Balebandr0/mods my nexus
And artstation https://www.artstation.com/balebandro_pff
I also have a weapon retexture project in the works, so I could chime in for the Arsenal as well
Very nice & high quality stuff
Would also love to see them in remix soon. I hope you can collab with skurty
oh my sweet god in heaven, we'll be in touch. it may be a very long while though, weapons are later down on the roadmap but that's incredible work right there, would love to use your arsenal in the mod and credit of course 🙂 you're really talented!
imagine the Another Millenia weapons in RTX, would look amazing!
Nah. A 32-bit process cannot be converted to 64-bit unless it is recompiled from source code. Remix is a separate 64-bit process that intercepts and augments the game’s rendering.
Subsurface skin 
How would this look with the Character Kit Remake set of mods?
that and/or brave new world
ty, I didnt know this existed
NP, i use character Kit remake set and then just use Brave New World for the Voices only
Wit the higher poly faces, teeth, hands & Hair, rtx should be baller with it
Hmm do those mods just replace the textures or the actual models? If it's a model replacement that'd actually work as I could retexture over the model, but if it's just a texture mod it'd be a no-go as I'd just be replacing it anyway
if you make it work with all of new vegas i will personally build a shrine in your honor
CKR redoes all the models, check it out on nexus it's kind of essential nowadays
yeah after baking a few of the original game model's faces I think this mod's going to be essential
Hmm, anyone know any other essential model replacement mods?
it’s a real gem, has 3* extensions too
you should also take a look at his physically based mods, great replacers for several items
Thats Normal (Normal Maps 😛 )
Go to the games console and type tlb. There are a multitude of ways but this is a very easy one
Hold on bro, let me check
https://www.nexusmods.com/newvegas/mods/78140 Maybe this one?
It really depends on how far you want to go. There are mods that add more detail to the interior if youd want that. As well as one that makes the trash on the ground 3d
Oh I didn't mean as in this is the best it's gonna look I just mean this is the closest we're gonna get to remastered graphics, I love NVR but it's just not the same
In terms of Mods besides Weather mods (idk if those would help), In general I would love to see what the game would look like with SALVO's stuff. Which is a collection of textures, models, and things that in general make the game look better without changing Graphics like NVR does (though it's recommended to use with NVr, in this case though we'd be using RTX Remix)
Contains very high quality models, textures, for basically everything.
Muchhhhh better, the bakes like the higher quality models for sure, sticking with these. And yeah as far as the other mods I'll have to take a look
I mean comparing rtx to reshade is like coughing baby to hydrogen bomb both are trying to achieve the same goal with different methods only reason why I like NVR abit more is how easy presets can be applied but I wouldn’t be surprised if they don’t do the same for remix down the line
To allow people to share their versions of how they made their remix look
I think it does already. The conf files
Guess it’s just not as common rn for it obviously I love both attempts of what NVr and rtx pull off for a 10+ year old game
ckr + character expansions (to fix some of the wonky facial distribution) is peak
that + bnw for the voices
Well I hope this project doesn’t go dead now that the competition is over
I just realised that you are remastering 2 games at once. Since FNV's assets mostly came from Fo3. Have you tried to see how much wprks on fo3 with you project?
Yeah it’s how I prevent burnout, if I ever get tired or worn out by something I’ll just switch to another project I have, I’m back to full juice within a week 
I’m not sure about fo3, it hasn’t been reverse engineered yet but it’d be sick if the hashes were the same, it’d work if they were
Fallout 3 is equaly compatible, only through 'tales of two wastelands' mod
I would say best bet is to use TTW
Basically get both games in one and not deal with 2 engines
While I prefer Fo3 over NV, TTW is just the best. I mean you also get to use FNV mods in Fo3's worldspace which is nice
Yea I like fo3 more too
But for @sterile turret if you do want to do fo3 from a technical view TTW would be the better way to do it
don't want to do too much self promo but there is a Blender Add-on i shared in #1095534398134300682 that might help you with character models that I worked on.
if nothing else, I can transfer the 4k/8k high quality normals and roughness maps to the character kit models for you
since RTX Remix is a path traced renderer, you can make physically correct eyeballs instead of using POM eyes that every game uses to fake refractive effects.
Still going strong?
Woahh those characters look amazing, I'll def be taking a look. Still goin strong! Been playing with the new particle system, worked on some vaults this weekend
It's possible to build to build a custom character creator solution based on the New Vegas faces, within in Blender itself using that add-on, i can provide assistance to that again. I must admit I am quite desperate for users.
it should be then be much easier to feed it back into vegas.
Ooh better vertex shader support today
can someone get a nice pic that we can use for the thread cover photo?
Ill throw some submissions in the ring today
(EDIT: Uhhh, maybe today 😅 )
Quick and dirty saloon, at least until someone else pops in something a little more polished 
I got 5080 how hard is it to set up to get SS?
Screen Shot?
Ya they where asking for screenshots I was wondering how hard it is to get setup
I think they were wondering what you meant by SS
Thought you meant screenshot
@hearty crane would you mind copying the link for this image and adding it to the top post in the thread?
it'd make a great cover photo
this one, is one of the more difficult games to set up
there's a pinned guide
Unsure who product lead on this is
but I would like to recommend SALVO's various Model/texture improvement mods for this
Unsure if throwing Desert Natural Redux on it would make things better, but perhaps it could.
as long as it doesnt add any extra shaders, then it should work
though I think it would be better to get 8K sky boxes
Probably a question for Texan, but considering RTX might be able to do all the heavy lifting that DNR does it might not be necessary
Here's the Modpack's website though, feel free to hit it up. I recommend installing with a Wabbajack since it's a lot easier compared to doing it manually. The pack is set up for the base game where if you wanted to add Real Time Reflections or New Vegas Reloaded the game's sweetened up to look nice. Should be the same for Remix.
I know DNR changes the game's skyboxes at the very least, so you'd get that mod's color pallet.
Yeah would prolly be good
I’m thinking of getting into this project
How many other people are actively working on this?
I am.. Sort of. When I have time..
At the moment cramming to finish my FNV themed cosplay before a convention on the 10th->12th 😂
nice lol! which costume are you doing?
Mk2 Sneaky Suit from Big MT and Pew Pew (and ✨accessories✨, after all, where would we be without our trusty Vault 13 canteens?)
Weird, I'm having the normal map issue again. Turned off cloud saves, did a clean install, started a new game, double checked I installed correctly, launching from the nvse - anyone else? 👀
@sterile turret
using this?
https://github.com/xoxor4d/NewVegasRTXHelper/releases
Yeah
oh wait nvm I got it
@ancient solar hiiii xorxor, whenever you're free could you take a peak at fallout new vegas, sometimes wandering into open wasteland gives these streaky lines. I thought it was something that I could ignore with the runtime, but it sticks around going into freecam
Hey 👋 I don’t think that I’ll touch this game anytime soon 🫣
rtx file imcomplete. Catastrophic failure upon download.
Still being worked on @sterile turret ?

they found some old beta versions sitting on some xbox devkits. not sure if the PDB files could be useful for RE on the PC version though.
15 years after Fallout: New Vegas hit stores shelves, we've discovered and recovered early prototype versions of the game that are filled with unseen/ cut content! Watch us explore the early builds, then play them for yourself via the link down below.
Download: https://mega.nz/folder/Xt1hFYrQ#VKqVDcJRe8mqlP4VxXuiSw
A special thanks to Kuriatsu...
Haven’t looked at it in a while but doesn’t TES Reloaded do this for NV?
It also runs like ass
I have no idea I just saw it was new
The FNV Remix plugin is built off of the underlying libraries and hooks used by TESReloaded actually. It's not doinf any of the same shader rendering stuff Reloaded is doing, it would be pointless but the project has some very useful runtime hooks for improving Remix compatibility.
I would switch to remix instead of reloaded but my game already is built out of popsicle sticks
and crashes often now that I updated some of the mods
Once the Remix mod gets more developed, Im curious if it might be more stable. It'll let people free the poor engine from high res texture mods and in-engine grapgical overhauls
I mean it isn't right now, but hey I can dream 
maybe when xorxor finishes up gta 4
gta 4 is in a VERY good state right now
just still extremely difficult to run
would definitely slim down a lot of loadouts 🙃😮💨
could only help stability imo
🙁 fallout 3 remix is so far away
tale of two wastelands?
yeah but FNV is still not stable. FO3 through TTW is even less so
How do we convince xoxor to make Fallout his next Patreon project 
he isn't doing the patreon thing anymore
what did xoxor do to fnv to get it to work anyways?
xoxor things
What do you mean?
GTA 4 went public when he considered it good enough but he's still got his Patreon
he implement a basic fixed function renderer i think
he isn't taking requests anymore on Patreon, that tier is gone
has been for many months now
likee probably 4 or 5
I know, but he's gonna work on more games
That's why I said "how do we convince him to make FO his next project" 
next Patreon project
😆
i'd love for it to be the next one
buuuut it's unlikely
imagine xoxor skyrim instead
Yes. Next Patreon project as in one that he's going to work with builds available to Patreon supporters
Like he did with GTA 4
honestly had no idea how niche the stuff xoxor does is until I started doing research
like I knew it was niche but like damn lol
to be clear, i don't really like skyrim
so i'd prefer fallout lol
ya the stuff he's doing is very difficult and complex
so many layers to it
the setting would be breathtaking with path tracing though, gotta admit
But the vaults with rtx would be insane
all of it would, yes
real life should have rtx remix tbh
you're onto something here 🤔
Skyrim has at least a more modern system FNV def would be a better focus and TTW next so less work then doing 2 games via fallout 3
Doing FNV will probably help Fo3 and Oblivion
Would be cool to inject remastered assets back into the og game
Minus the censored ones lol
Whenever I open up the games launcher and tweak the settings, bam, the normal maps come back. If I clean install FNV and fixed function and do the (INSERT GPU HERE) thingy it works great, I tweak the settings in notepad for fullscreen/4k etc there are no normal maps and we're gucci - but anytime that launcher comes up again after that point its like the point of no return
I can't tell what's happening with the launcher opening from what the falloutprefs.ini had in it before the launcher opens again
my gpu line is still where it should be
The launchers usually always mess with the ini iirc .(all beth games I think) Theres two ways to bypass this . add -nolauncher to the commandline launch options in steam or the desktop shortcut.
or
You can rename the launcher to something else/move it out of the folder and then rename the game exe to what the launcher is supposed to be named.
Edit: also Untested but should work:
Since the launcher is using the default ini to overwrite your custom one bite it in the ass and just replace the default ini's contents with your custom ini. then when the launcher launches it will just replace the ini with the same stuff.
there's also this which confirms that it messes with the ini
Run the game directly without using the launcher (stops Fallout.ini being overwritten)
Is there a full playable version?
fnv received a compatilbity patch a while ago, but it's still unstable
fo3 will likely work best through TTW with FNV
Yooooo thank you! 
Where can I get this patch?
is there any workaround for the broken pipboy? probaly the biggest issue, since its vital for the game to be playable
I've actually got the pipboy pretty stable in my copy, I'll try and upload my changes day after tomorrow when I've got a moment 
Don't have time to much additional testing, but this {USERNAME}\Documents\My Games\FalloutNV\Fallout.ini and rtf.conf (goes next to the game exe) should default back to raster when the pipboy is up.
Typing tlb (toggle light bright) into the console should help with lighting and texture issues (mostly just stopping normal maps from showing all over the joint) but will make the pipboy menu look a bit messed up, but still usable.
I'm using the "NewVegasRTXLight" NVSE Plugin with "UseFixedFunction=False"
Make sure to back up your own copies of these files before trying them, just in case something else causes issues, but I'm pretty sure this'll let you use the pipboy at least. I'll have to figure out why my Fallout 3 Pipboy rendering is so much more stable than the NV one. (I can even get it 100% PT, even if the upscaling makes it look blurrier than letting the screen stay rasterised)
thanks i appreciate it.
It looks incredible, none of them are scaled textures, right?
How did you fix the normalmaps? I'm launching the game without the launcher and it still doesn't work
If you just want Remix to stop interceping the normal maps and rendering them like any other texture, open the new vegas console ~ and type tlb for a quick and reversable fix.
Yes, this command just puts the base game into a more primitive rendering mode that Remix finds less confusing.
There are also settings in the games .ini but you may need to trawl this thread to find what they're called.
Man I wish they would be remakes on the fo4/76/starfield engine. But unfortunately they are gonna be built off the same renderware + UE5 😭
Gotta make it as cheap as possible
Although I'd prefer the modern rendering tech UE5 brings. Just make it not run like butt
Problem is how will it feel? I want the creation engine for the gunplay and customization it has. Bro we know it is gonna feel like ass since they are just gonna try to dress up vanilla FNV gunplay
it's gonna feel exactly like the og game, like they did for oblivion, same game, different graphics
so it'll feel old but look new
and i'll finally be able to play fnv cuz my pc can't play it for more than 2 minutes without it crashing
It should be more unstable id imagine, i mean they take this chopsticks game and then throw on ue5 on top bro
Kinda like what happened to Halo 2 Anniversary for many years
Building off of halo 2 vista
