#Fallout New Vegas
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optimized skinning in the wrapper, that net 4 FPS in scenes with lots of skinned meshes. temporarily disabled vertex shaders being passed through, because it seems like some stuff is being unintentionally caught in the LOD filter (LODs are rendered through shaders) and is causing lag. that gets us 6 FPS. then followed mark's advice for the rest
siiick
What GPU and resolution are you using? I would be totally happy with a 30fps experience with no culling omg
It's crazy clawed all the way up from unplayable to borderlands 2 vita territory
Can you point me to Mark's advice please?
Thank you ๐ค
siiiick
and if i disable the shader passthrough for LODs, we get 40 FPS
now that's weird
why is the door missing in the reflection
okay shader passthrough is consistently one of the most performance intensive things going on
HOLY SHIT
claude 4.8 did it
we got baked shadows removed and the pip boy still works

does anyone wanna update the first person pip boy mesh to have the black screen mesh integrated into it? right now it's a separate mesh and it's causing issues
after that, i can pack it into this and we'll finally have the baked shadows fixed
I'm not certain it's possible.
I know at least one of those nif blocks are where the menu is projected
we don't have to remove that one, we just need to add it to the other mesh
the only side effect of the workaround is that the projection mesh is missing, but the UI still works
The game relies on hardcoded block names for things, especially the Pip-Boy. Merging multiple geometries means you can't have all the necessary names
What exactly is the change doing? What's being excluded?
Oh, I have no clue how to work with Remix meshes, unless they can be loaded and exported from Blender
I don't even know what format they're in
Do you have the meshes somewhere? Or would this be some Remix replacement thing?
Do we have consistent hashes in NV?
yes hashes are stable
Okay, that's good
and i can't share the meshes rn. someone would need to load up the game and grab it themselves
I could just export the nif itself as a USD, but Remix probably uses a different scale or coordinate system than the game
yeah that wouldn't work properly
I haven't been following Remix for a while, did NVidia ever release that editor thing where you could edit the scene and replace and move stuff?
It was in one of their first preview videos
yeah about 2 years ago
it's the remix toolkit
you can download it from github actions: https://github.com/NVIDIAGameWorks/toolkit-remix/actions
Neato!
It's a reference to GTA 6
One question: does autoPBR work well with replacements? I mean, are there no conflicts?
as long as ypu replace all of the texture maps, it'll be fine
the depressis attacc
got the LOD system routed through FFP directly. no more vertex shaders for them
should help performance
with culling disabled, LODs on, alpha textures disabled, we have hit 30 FPS finally
replacing foliage with actual meshes will improve performance immensely
What's with the sheer face on the one section distant land? looks like it was cut off or something.
