#Garry's Mod
1 messages · Page 25 of 1
also u can tweak the single scattering albedo, 1.000 is default. lower then 1.000 will make volumetrics less strong and higher then 1.000 will make volumetrics strong
Thank youu! 
RDNA 3 users: what's Volumetrics?
dead center
I wish left 4 dead worked with Remix
me too, man. me too
Wish we could get the assets from this old internal demo that was supposed to test Source 2's capabilities
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@fringe ingot I think people are having issues with the new patches
its the new PR that got merged, i already made a comment on it
we might have to pin instructions to instruct users to download a older commit
I just reverted it
why is water flickering..?
@keen rivet Anyway I got some time today, anything that should be looked into? I haven't been keeping up with this chat
Isn't sw.vtx even lower priority than both dx90.vtx and dx80.vtx normally?
i only have one single line of code in that file
d3d9.shaderModel = 0
No clue
Bro, my Water is soild Blue and flickering 😭
Did u added any other replacement in the mod folder besides the water one?
One of the replacements probably have one of water texture put in there folder accidentally
i try to open gmod and get nothing but a black screen
gmod just crashes once i get ingame
Engine Error
too many indices for index buffer. . tell a programmer (65536>32768)
OK
theres this weird purple thing on hand models when using modern warfare 2019 base guns, happens on every hand model idk why
try setting vertex color intensity to 0
do the handmodels have a different color?
pom lego
Lego maps, here I come
I wonder how this would look in Remix https://steamcommunity.com/sharedfiles/filedetails/?id=295897079
https://www.youtube.com/watch?v=zbn4Qpw7RfI i did made a vid bout it
but da displacements are wonky cause its AI
Absolutely beautiful
what version is that i cant even get in game
how do you install
do we have patches for 64 bit versions?
there are some initial ones but its nowhere as stable as x32
@keen rivet did you get character mesh replacements working? If so is there a guide somewhere?
No I haven't yet unfortunately
Damn okay
I am getting these errors, is this normal? I have a 4060 Ti if that is useful (which I am pretty sure does support HDR)
in rtx all pixel shaders are disabled
this is done to force fixed function mode so that remix can play nicer with gmod
Its not possible in half life 2 either
Portal rtx is modified
To have gpu skinning
Its not an issue with remix
I can make Dark Messiah use SW no problem I just have an issue right now with the toolkit side
hi i tried installing rtx remix but its just a black screen
Anyone have a gmod map they want remixed? I'm bored 
mu_smallotown's remaster
rp_nycity_day
https://steamcommunity.com/sharedfiles/filedetails/?id=2842137749&searchtext= idk this would be neat lmao
Ooo, that one would be cool
This honestly looks like a different game 
Right
also, gm_fork and gm_boreas
tried loading up a source mod via portal rtx, does anyone know in gmod how to fix this
trying to run a sourcemod via another game's engine is always hit or miss, did trying it normally with SDK 2013 not work?
trying it normally with the 2007 sdk makes it work, however I stole the client and server dlls into the games bin folder as someone suggested seeing if that will work
alright that didnt work
launching via the origional sourcemod gives me a "failed to find d3d voidevice" even without rtx on
ah nvm the stanley parable uses portal 2s engine branch , assuming that means too many shaders
or maybe
K so using launch commands gets it to launch properly
hellscape
decided to reinstall gmod and i am having so many issues now
the menu tends to load up completely black and if i manage to blindly load into a map the game crashes
oh i'm not the only one who's had the problem
** ** and by the looks of it no one else got it sorted
okay it's just working now???
aww
spawning things breaks lighting for a moment again
aaaand the physgun outline breaks the game
oh wait it just freezes it for like a minute
uninstalling gmod was not worth the space for doom eternal damn
didn't make a note of it before but is there any reason why remix's fog is so bad?
if i'm inside somewhere dark the fog shouldn't be brighter than the environment
Idk if this helps anyone but I was having issues earlier with the pathtracing being very noisy/grainy and some texture flickering and replacing all the stdshaders with the ones from portal RTX (in addition to 6 and 7) solved it for me.
is it volumetric lighting? that tends to leak out sometimes if the interior environment is dark
idk if i need to configure somehing in froxel or its a problem with remix it self causing volumetrics to leak out but whatever i wish it got fixed so scenes like these with the shafts dont get ruined 😭
This maps so relaxing to work on 
:lfg:
Oh wait it loads now?
That’s neat
Yeah! But the guns disappear and firing a shot crashes the game lol
The map uses different lightbulb colors, gunna stick with the original and go with their color scheme 
Some rooms have white light bulbs and some have yellow
This doesn't look like source engine 
yeah i think every object doesn't render because it's only got an hdr map
is the downstairs making yourr camera glitchy and making the map disappear?
Not after I enter ent_remove_all func_reflective_glass in the console
dang i didnt know bout those console cmnds thanks
@keen rivet is there a way to implement the glass removal command into your addon?
Yeah I just never get around to it lol
maybe its worth the time to recompile this map without HDR and upload that version to the workshop?
with the original author's approval of course
I guess there's a non-hdr version now 
yayyyyyyyyyyyyy
I want to automatically replace it with a mirror texture
i still find it kinda crazy how much ray reconstruction messes with reflections
it generally heavily improves lighting (either by making it sharper, as is the case with the radiator and cash register, or by making it snappier, like with the flashlight) but it also kinda ruins reflections in some places
though i guess the reflection thing's most noticeable with materials with a high amount of detail in their roughness maps and/or in fully reflective materials
idk wether it has something to do with rtx mod or not, but for some odd reason, the camera screenshots sometimes only saves the blue-white gradient
is there a way to fix this?
which one is rr and which nrd?
most likely a bug with the game running in dx8 than remix itself
f5 or screenshot
first is rr
its the same case for screenshots
i was taking pics mostly with camera tool
the camera tool does seem pretty strange
i've found sometimes it takes a screenshot without rt
sometimes it does
sometimes it's a blank screenshot, sometimes it renders just the skybox
damnit
i just spent half an hour going through setting up a scene to capture and i got the bindless table crash
omg
idc if game runs at 10 fps, this is beautiful
ok i kinda care that game runs at 10 fps
If you press alt+x the remix menu should come up, there’s a setting to adjust the dlss, performance should help
It also depends on the map you’re on sometimes
this may of course be a controversial opinion, but as for me, if you turn off rtxgi, the global illumination will look better
muuuuch better
Show a ss difference
Be interesting to see what a proper Remixed Tardis would look like
rtxgi off/rtxgi on
also, guys
does anyone have a solution?
some effect is breaking RT
usually render targets or projected textures iirc
best way to probably fix this is look at the addon's lua code and see if it does anything funky with rendering
my guess here is the selected scope uses a render target or something
yea
remix gets confused and then treats whatever's outside the render target as a ui or something
or just skips over remix-ing it because it's already doing so for the scope's render
dupes are pretty fun to look at
So true
hm
i wonder if the gmod team implemented their models differently to valve
i've noticed most hl2 assets have stable hashes unless they're rigged
but every single asset exclusive to gmod never has consistent hashes
even if they're literally a blank, 12 tri cube
i love you Modern Warfare (2019) M4
delete these parameters on mwb vmts if you want color
shit's so beatiful
huh, your gun and hands are rasterizazed
physics gun are also rasterizazed
strange
did you mark your hands as ui texture?
or guns?
Woah
wait uhh where's that located? 
on basically every modern warfare base model .vmt
how do you make textures?
you need to unpack add-on with crowbar
do you copy the metalness and roughness maps from the rgb channels?
Ohhh gotcha, thanks! 
Yeah, on *_e.vtf, alpha is roughness and green is metallic
Ooooo
Big textures
anywa yeah i think for vr_simple_2way_blend it's
color: albedo
color alpha: ao
normal: normal (opengl)
normal alpha: roughness
vr_simple is just standard pbr thank god
(though it uses orm)
Vr just made me think of thr pipe bomb that would be gmod vr rtx, also :noted:
Can source 1 use AO maps?
Did u manually made a emissive map for it?
nope, it has a self illumination texture that i used
Only when compiled
dayum
Not bad!
wow
The patch wasnt applied..
oh by the way 3F76663515353357 shouldn't be marked as a ui texture
it's used very often in maps so it breaks a ton of them
here's to hoping model/material hashes are consistent across gmod and hl2 for when hl2rtx releases
it's a shame remade assets doesn't have many materials but i think a lot of hl:a's materials are based on hl2 ones
there iiiis the problem of me just not having the space for alyx at the moment
should probably get something done about the stoves
i think, it would be cool to add metalness map to bullets
they have, it's barely noticeable
yeah i know the floorboards aren't rotated right, i'll sort it when i can be bothered to rotate the normal map
you sure this is a remix bug?
apon further inspection no, the game might just be an outdated
mod*
(flash warning)
there we go
Lemme try that in a moment
I tried loading it on my Steam Deck, it applies RT, my Steam Deck just can't run the map, lmao, it was already intensive without RT
so a question does x86-64 work with RTX remix or does it just not work at all? kinda had interest in checking out gmod with rtx remix but the stuff i wanted to see kinda requires me to be on that branch of gmod.
huge map, my pc imploded
yea but it caused my gmod to crash and I didnt save my settings sooooo
The patches for 64bit arent complete afair
@quiet scroll how do you get atmospheric house to launch properly
The map doesn't load for you?
I can load into the map normally, but I type ent_remove_all func_reflective_glass in the console so it doesn't look all mirrored
the map just crashes for me
is there like an hdr off option
I assume that to be my issue
well i guess ill wait then still interesting to see all the stuff in here though.
Hmm, maybe the High Dynamic Range in options to None?
Sometimes I think I swear 😜 thanks
Nope still crashes
Caustics when
the lack of shadows/shading/caustics still sucks, we either have to trade that or the refraction effect
oops meant to reply to the glass sc
love these assets
if someone will implement restir fg to remix, i swear, it would be so cool
Hmm, are you using the latest remix verions?
Yep
it'll be a good day when the remix patches are available for the 64 bit branch
metal mario ray traced. .,
(yeah i know there's already a mario 64 rt)
That's crazy, I can't think of why it wouldn't work, sorry 😦
What's the process you did to get the map running? Anything specific besides hdr off?
No special process, just subscribed and launched the map :/
Da Dark forest
WHAT
the models
Noice
I won't say never because realtime pt in any capacity was deemed to be an unachievable goal, but I think you'll have to wait quite some time for it to become reality.
Xenthio you didnt see Restir FG?
restirfg?
Oh boy
lowkey i've never heard of it either
How will be the performance? Indirect lighting will look insane.
yea, check #1258847329788629103
Woah wtf do you plan on uploading these their neat
i just thought, if this texture is fully reflective and there were caustics, that would be more beautiful
I feel that making it fully reflective beats the point of a chrome wrap
sadly the gold p320 only had 512x tex 💔
also there were attachments for each blueprint that I couldn't get this time, will do them when for release
and why?
If it's fully reflective their be no color
Cuz yknow its reflecting everything
Oml I shouldn't be typing all this on a tired brain forget everything I just said it's been a long day
wait, you can have color, you just need to have albedo with many colors, not just white or black
also some proper juniez why not
Again that's on me it's been a long work day my noodle is fried and served with rice
SHIIET IF THERE WAS RESTIR FG WITH ITS CAUSTICS, IT WOULD BE MORE COOL, LIKE FR
oh yeah this little green thing
Slam
and welcome to the jam
i think real modern warfare has full pbr mats
?
anyone have any maps they want to see? if their in a situation like vulpes where they cant run it
Yes, they are in the vtfs since mwb fakes pbr through phong and envmap using the original roughness and metallic maps
iron armor looks good with rtx
@keen rivet Got any ideas here?
Also this
Didnyou try holding alt x to see if it's a separate camera entity
disable hud entirely
Mat_forcedynamic 1
No it's a texture on which the view is zoomed in and projected
Gotcha
Did this work
isnt that "decal texture" problem?
Nope it's a "too many textures in scene" problem
The decal problem os the invisible z fighting
It did
can i get "thanks" from mr. Burrito?
oh yeah i should get back to converting mmod gun pbr to remix
64 bit patches will come one day
Too many Jessica's
I can't wait to see the hl2 RTX version
I hope they make the pistol look more like an actual usp match with the weight barrel 
link to mod?
scorch
is there any alternative to jolt physics that is updated to latest version of gmod?
If that's arc9 then try adjusting scope settings in the mod. I think I had a similar problem
oh wait someone else solved your problem nvm
it should work anyway?
i'm using it and it's working fine
(other than player/prop interactions being wack and constraints not being fully supported)
whats a good way to replace materials with ones that work with rtx?
like if the same material is used in different maps how can I get it to be in all of them
if that makes sense lol
just replace them in a map
material hashes are consistent across maps and changes are saved to the material itself, not the maps themselves

I love how this thread is dominated by furries
Furries get to live out their fantasies in moddable sandboxes.
Who could have figured that out
fury
Nah bruddah I hate furries
ill poke your eyes
Why you talking about fur?
What eyes
Iont got any
I'll send you to a car crusher
And then what
Uhh
bring him to the fur festival
mrrp meow
Who me or ster
both
Ehy me
everyone
Why me tho I wish to not go to fur festival

My stupid ass just said "eminis bloo"
I think I got 64bit gmod running with rtx remix
yayyy
NOPE!
too bad I did
It hasn't crashed once in the past 4 hours I've been using so far
NOPE!
womp womp
What's allis abt

Is 64 even possible or is it a flat lie
well acording to me working on it for 3 hours yes
look at the top right
it dosent really do anything atm
placebo
for remix
its more crash resisdent
all it does it make gmod run a tad bit faster
hey I did it already and I've yet to had the game crash soooo
the 32bit one crashed allll the timmeee
only issue is the culling
it keeps culling objects behind the camera and it screws up the lighting so I gotta fix that
hl2 -heapsize "8388608" -dxlevel 90 -nod3d9ex +mat_dxlevel 90 +mat_disable_d3d9ex 1 -w 1920 -h 1080 -noborder -windowed +sv_cheats 1 +r_3dsky 0 +r_WaterDrawReflection 0 +r_WaterDrawRefraction 0 +mat_softwareskin 0 +r_shadows 0 +r_frustumcullworld 0 +r_occlusion 0 +r_unloadlightmaps 1 +mat_specular 0 +mat_bumpmap 0 +mat_normalmaps 0 +mat_parallaxmap 0 +r_staticprop_lod 0 +r_lod 0 +mat_forcedynamic 1
already 0 r_frustumcullworld 0

@lament quartz 64 bits kinda works but the patches arent complete
ahh ok
yeah you can do this but the patches arent complete so some things still get culled
you can have more junk going on at once and it won't crash, there are binary addons that only work for it, you have chromium support
iirc it cuts out remix bridge because the runtime ordinarily only runs for 64 bit games
bridge does wacky things to have them work together but it tends to cause problems#
(i.e literally all of my game crashes are caused by bridge failing to do something)
U have the rtx remix fixes addon?
I have the rtx remixes add-ons and don't get a flashlight either
Hmm the spot light might be disabled in Light translation settings in tuning in the remix menu
I only have directional disabled one sec ill make a video
Until then u can use this and weld the spot entity to a lamp and save the dupe https://steamcommunity.com/sharedfiles/filedetails/?id=493751477
U can change the colors and stuff aswell in the properties by pressing c and right clicking on the spot entity
I liked this one more since the brightness slider works on this one but doesn't for me in the vanilla lamps
is this debug optimized version or what?
do you guys have problems with lights being rotated 90 degrees in the toolkit in exported scenes?
check if scene z up is toggled in nvidia remix
if so toggle it off
well they're rotated on the vertical axis
if i have a light that's close to the center of the scene vertically then it's in about the same place in the toolkit
^
i find it happens on most of my captures
some of them have lights positioned correctly though
did you get the rtx remix fixes addon
#1116089843479498782 message despite having the addon I don't have a flashlight either
wtf
Do yall happen to have a large player model? I had to switch to a regular citizen for the flashlight to work, squidward was blocking it lol
Oh wait lemme check honest cuz the playermkdel I use is large around the waist
changing playermodels crashed my game I cant
one sec
do I still need to install the lua menu or smthn to change playermodels
Nah you shouldn’t need to, maybe it’s crashing loading all the thumbnails for the player models? Mine crashes sometimes when i search through the spawn menu and the icons load in
id say that, but even with all my addons (including playermodels disabled im still not achieving any flashlight
Media player addons as well with the 64 bit version. Looking forward to having a theatre map with realistic light
fun tip: map retexturizer replaces the missing texture for one that remix likes so if you have any just load the tool once, fixes mwb rifles and snipers
remix really doesn't like the fur on the 2nd one
this is def my fav one
ooh, hev hands are clean
ngl the PBR materials above the albedo on all of these are probably the most accurate i have seen
looks fantastic
Plastic bullet
ture
yeah, need to tweak that roughness map
shiny bullet for you
Looks good
Here's a chaiNNer chain for exporting mwbmats roughness, metallic and normal to separate .dds files. You must first use VTFEdit's batch convert tool for .vtf to .png on the _e and _n files, then specify the input and output folders and run the chain. The chain is set up for normal mwbmats export (_n contains normal on RG, AO on B (unused on remix) and a slightly darkened roughness on A, and _e contains metallic on G and roughness on A). Some people export roughness or metallic maps on different channels, if that's the case just switch the "separate RGBA" nodes to their respective outputs.
Don't forget to remove these lines from each material's .vmt file on the addons for the diffuse textures to properly show up on remix! It's fine if you forget when capturing, remix picks up the texture normally and the hash is the same, you'll just see a black texture.
What does this do exactly?
In normal gmod, blendtintbybasealpha is used to apply a tint based on the alpha channel of a texture. For example, this is used by TF2 to paint a hat or by Left 4 Dead to paint vehicles, without painting the entire texture, just what the alpha channel tells the game to paint. Remix straight up ignores it, and because the line before makes the entire texture black, you end up with a pitch black texture instead of a painted one.
Interesting
Aren't allowed to do
Will u upload all these?
once I organize them and compress the textures, probably
right now everything is at 11gb 💀
all uncompressed RGBA8
💀
Ma Gmod is probably over 100 gb with all the remix assets and addons
i'm still freaking hope for MW3R...
How do you do that?
foul play was suspected
peak cod
sorry not sorry
also it's coming this year or next two years
i forgot but how do u add reshade in gmod rtx again?
you select the remix bridge executable in .trex as a vulkan app in the reshade installer
keep in mind you need a game controller to configure as kb/m doesn't work
i followed Xenthio's tutorial on youtube but every time i join a map the game crashes
the only thing i didnt follow was adding the portal rtx files because he said it was optional
Was it this one? This is the newer/most recent video to install gmod rtx
(Edit: Something keeps turning comments off on the video and it's not me!)
You MIGHT need a GitHub account to download the following:
DXVK-Remix: https://github.com/NVIDIAGameWorks/dxvk-remix/actions
Bridge-Remix: https://github.com/NVIDIAGameWorks/bridge-remix/actions
Patcher: https://raw.githubusercontent.com/BlueAmulet/SourceRTXTweaks/main/a...
yeah
Idk about anyone else, but I would always crash without those portal rtx files
Althrough, I can't remember if my current gmod rtx has them or not
is there a place where i can download just those two specific files because i remember them being small and i dont want to download all of portal rtx if i dont have to
i just added the files and it still crashes
Where do we put this?
Any error messages? Crash logs?
I did everything as in the video, and I have a clean gm construct without RTX why? my flashlight doesn't work and I don't have RTX( help please?
that will be hard to cntrol, need to use reshade to get DOF or VHS and Bodycam filters, i think best thing would be to just install pre made filters of those i guess
Finally, Backrooms RTX found footage
Show me your dxvk.conf file
It has to be exactly d3d9.shaderModel = 0
Wait ugh i forgot
Yeah thats correct
oh its a mod
ok
But it crashes if I do it in dxvk.conf, I don't know what to do(
crashes, I did as in the video if anything.
Have you copied the patched files and replaced them?
It doesn't seem like you did
Yes, what should I do again?
I'll do it again right now.
Thats a step in the right direction
ok
Reapply the patches
Yes, I replaced it didn't work out why although I did it)
yes, I replaced the files, went to gm construction and here.
Strangely, everything works
What did I do wrong? I just don't understand how I'm doing everything right and something else is going on. after I replaced the Paths, everything turned white.
this might be because of marked textures in the remix config
the provided one marks a small texture as being a ui texture but said texture's used pretty often in maps so it breaks remix
this sometimes happens when the game window gets unfocused
Backup your current ones, but here's mine. Replace your existing ones with these
Put those in your main directory, where this is
kinda impressed with how good the revolver looks even though i haven't upscaled anything and the normal map is still compressed
how to fix this texture?
Add it as a player model texture
Very carefully
where is rtx?
Preset V5 reshade bodycam
rdr2
yes
GAH DAAAAMN
HEY, POST THIS INTO GMOD SERVER
I don't have such graphics on rtx remix (even though I have RTX 4080
is there a way to sort lighting on maps that store their skyboxes above them?
Can't wait to get my RX 7600 again so I can try this with FSR
is Gmod RTX compatible with https://steamcommunity.com/sharedfiles/filedetails/?id=2667992048
Yooo what's the addon link? 
It's a bit janky at default settings, I think the first two values need to be 0.50 and 0.90 to remove that jellyness https://steamcommunity.com/sharedfiles/filedetails/?id=2878840882&searchtext=Fisheye
Also u need sharp eye aswell
Without it, it's just blank
Idk what sharp eye is doing that is making this addon compatible with remix
Thanks! Which one of these? 
Fixed version
Visuals will look different though cause I've tweaked ma rtx.conf settings to make it look like that
Thanks!
I'll see what I can make
No
I need a tutorial to make my Gmod like this
You don't need cubemaps in rtx remix
https://www.youtube.com/watch?v=iJNOLKZfQts this REAL-LIFE Backrooms
Всем привет! Это LIMINAL [GMOD CINEMATIC], ставьте лайки, а также подписывайтесь на мой канал и колокольчик не забудь поставить! Приятного просмотра. https://www.youtube.com/channel/UCv_5XZld8cTuo9MIonLcMZg
LIMINAL— это машинима на подобии The Backrooms: Found Footage, про сюжет: Это городская легенда вымышленном месте, в частности о бескрайнем...
this moments from machinima
this isnt even rtx tho?
This reshade bro)
So not rtx
i really hope gmod gets an official remix version in some way that's more stable because agh it's such a perfect game for it
Hl2 rtx exists
it's pretty fun being able to manipulate the lighting in maps in ways that are completely impossible in standard gmod
Will exist*
i wonder if some kind of tool for editing map lights when using remix'd be possible
imagine being able to change all of an object's material's properties from within gmod
As strelok said, hl2 rtx will essentially remaster pretty much everything on vanilla Gmod and all addon maps that use hl2 assets
Remix api
Don't ask me how
I'm not qualified for that
by stable i mean like
things like 3d skyboxes and model hashes
Model hashes probably won't be fixed unless you heavily modify Gmod from the source
Mark did mention that they did some work on 3d skyboxes for hl2rtx
Might get better with time
yeah
it'd be cool if gmod had either an under-the-hood update to make using remix easier or a separate branch with said updates + remix built in
Garry ain't doing it himself for sure
good luck asking rubat about it
the buzzing noise puts me off
and the walking
this looks beautiful
this one was good but the movement again
use eyeview attachment
it makes way better walking
was trying replicate the movement of that new body cam game
ooo what replacements are you using
The vending machine and cabinet are part of Hl2RA
This is a neat screenshot
Hi guys I like replying to things
(Very neat)
I can't tell if that was a jab at my responses or not haha
Not really I just don't ever really give a straightforward answer to anything I always have to add a joke
Sorry if it felt like that I wasn't tryna make fun of no one 🙇♀️
Looks rasterized
yea, thats right
If you're going to do screenshots, please don't use RR, a lot of detail is lost
But when moving, RR clearly wins
damn...
Hi @night bramble , I am looking into this issue. Can you tell me how to get the scene?
hello, yaobin! can i ask you?
sure, I will try my best, but I am not sure if I can answer. Anyway, we always have Mark 🙂
will you fix the roughness problem?
can you point me out that problem?
@teal blaze #general-remix message
@teal blaze also, this
The texture detail issue is tricky because it's not simply a bug. The NRD pipeline uses a custom filter to enhance those details, but the same filter doesn't work very well for RR.
yes, need to design a filter works well for RR, or need to improve the AI model inside RR
which is the easiest thing to do?
a new filter may be easier in my opinion, but that takes time
May I ask if you are already doing this?
I tried that but didn't find a better solution, actually I made the old filter for NRD...
by the way, have you seen about restir fg?
this is the old filter i am talking about
yes, I notice that paper.
what your opinion about that restir?
There are some challenges to bring that to remix. The tricky thing for ReSTIR FG is it needs tracing rays from light sources and store photons. Doing them in an efficient way is challenging.
This why photon mapping is not widely used in real time rendering.
so, this technology is not in your plans, right?
Chlen trying to recruit people to implement restir fg
oh shit, you caught me
I'm telling you.. it's not worth the effort
All it'll do is add a bit of caustics to glass.
95% of the materials in a game aren't glass
And 75% of those glass materials are just flat planes
not only, metal surfaces also reflect light
Metal surfaces are rarely ever perfectly shiny
ill check it home, with bit of roughness and metalness
after all, if you take a metal wall from portal, it could just reflect the caustics normally
for caustics u dont even need to have perfectly shiny surfaces
Very unnoticeable
Keep in mind that this is a very simple scene. A real game is full of clutter, lights, and different colored objects for them to be noticable
Well, if you think about it, then if there is a lot of light, then there will be more caustics
That ain't gonna look the best, no?
Not really. The caustics might be too weak to be visible under multiple lights
with caustics?
hi
my rtx remix stopped working in gmod
idk if it's the update or just me
since portal rtx also stopped working
i have a 3060 and it worked fine in both games since february
and i think it was july 17 it stopped working
caustic are needed eventually if Nividia wants to improve rtx remix and path tracing as a whole.
caustics are awesome
i think it's really noticeable
and glasses are present everywhere in games
the glasses in cars
in windows
in the skyscrapers of a city
all of that simply doesn't interact with lighting properly!
no shadows nothing
Caustics aren’t worth the performance hit
What’s that?
i get that whenever I use python3 instead of python
okay, if that was -50 fps, then it was really performance hit
but 20? its not too much and it worth it
also, animated water
finally found the culprit for the rasterized customize screen on mwbase
these lines on lua\weapons\mg_base\modules\client\cl_new_customizemenu.lua
even in the start of video, there are mirror and it doesn't reflect light
Do you want a windows key my friend I'm sure I have one around here
just buy OEM keys, bought a w10 pro key, used it on w11 and still going after 3 years
nah i got attached to the activate windows sign now i dnt want to remove it in any way
Oh lol
do the flashlights work with that base?
That's hilarious
Although uh you don't need any licences to remove the watermark
https://steamcommunity.com/sharedfiles/filedetails/?id=2839114727&searchtext=fort+lucenne+mall
Can anyone post a pic of this map with Ray Reconstruction enabled? Specifically in the central open area.
For me this happens:
Unless I tag the glass roof as ignore.
Cannot be reproduced by @teal blaze so we are little confused.
Yes, I am looking into the loss of sky light when RR is enabled but I cannot reproduce the issue on my machine. It would be great if anyone can help.
one with the glass ignored the other not
looks like you have the same thing but your map has a sun
what happens with no sun just skybox
oh i had a custom sun light value in fallback settings
turn off your fallback and take a pic again
without
is that glass ignored or nah
yep
ignore
its just grey colored without it
can send pic?
loads of noise on them aswell
hm are replacements an issue?
your suspended things aren't even transparent
I had replacements off
you also have way more lights like it's nighttime what's up with that
custom conf?
i can make them transparent if i set them as decal or particle texture
hm I don't have them tagged as anything
idk its the default lights on the map i only disabled the spot lights
hm
this about what happens when RR off?
this map is cool
wacky
does the interior get way darker with rr on
I cannot reproduce the lights your getting
seems theres no difference in darkness
Can I get your conf? something is clearly messed up for me
hmmm u might have point and spot lights disabled
ok imma give my conf
I reloaded map and can only get a couple lights on at a time and they vanish when I move away or more lights load
hmmm that should be fix with the patches
I have the patches which is why I'm confused
I have gmod rtx is a separate folder so it doesn't update
oh i have it on the main game
idk i do have the latest gmod and did patch the latest dlls with applypatch.py
ok then they are good
I'll repatch and check again
Do we still need the special menu thing
i have the menu, i couldnt get the game launching without it
We are working on nrc, but it's still in experimental stage and I cannot promise more
what about sharc?
well, nrc and sharc have similar applications, so we decided to focus on nrc first
Got everything installed, game runs fine until I touch the keyboard or mouse then it turns into a slideshow and dies
oh, thats interesting
Have the same issue with SCPCB
Hi @meager oar , the map is very cool. How can I get the map?
I see the emissive meshes in the pictures, maybe I missed it
Hmmm I never got that kind of issue where moving will cause a deadly crash, it's usually at the loading screen or right after spawning on map
looks like it was nvidia overlay
nvmd still happening
I don't even have addons enabled
Oh do u have the no halos and rtx remix fixes addons? Try that maybe
every time that I get 1 fps my gpu jackknifes
spikes to 100% and power spikes as well
grabbing the addons rm
Had client.dll in the wrong spot but that didn't fix it
looks like engine.dll is crashing
just did a reinstall and nothing
I'll check my drivers
@meager oar It was your conf for some reason
Hmm that's weird
i just believe that one day there will be restir fg with his caustics
can't imagine, how beautiful this will look
Did a reset and repatch and wham
fuckalatoogin
set the skybox textures and the black went away
oh, so the bug is fixed?
sounds good 👍
my question now is why tf does RR make reflections like way lower res
I thought RR literally reversed it so it was denoising a full res image rather than the render res
that's how it was at launch and in the dev videos and powerpoints
perfect reflections should not be blurry with RR on
makes it feel like the RR toggle is backwards which I've mentioned in here in the past
oh, I see. yes, it's still the weakness of the current pipeline
left is on
there is also a ton of noise like it's rendering at a way lower res
what changed to suddenly introduce all these reversals in quality though
the old denoisers denoise different signal separately, one by one. But RR denoises everything all at once, so it's more challenging.
oh, so there is still sky light diff?
the water turns into tv static
just the color
actually yeah I guess it's still sort of there
but not nearly as aggressive
The original showcases and first release of DLRR had major improvements in reflection clarity, noise removal, etc.
And now with later renditions it just seems worse
outside of microdetails
hmm... that's weird
also for some reason the game won't populate lights after a certain point
even fresh my game doesn't look like popos with all the lights
also I guess it's case by case when RR looks better or worse
sometimes it seems really glitchy and other times works as intended
reloaded the map and spawned right next to the room
still looks way off
@meager oar Did you tag stuff or something?
Why are your lights perfectly meshed
Set those white textures of the light as world space UI, I think u mean how they are glowing right?
yeah
Yea set it as World space UI, that makes any texture become emissive
yup that was it
U can set the vending machine's texture as that aswell to make it glow
also why are all the floors / walls shiny
Default material value, change it in the material tab
I have the first roughness setting at max and the bias one I think (second one) at -0.108
Mat_forcedynamic 1
Prepare for some framedrop
That or the decals are colliding and the skybox needs set
the city is the sky texture
when I move all the stuff disappears and reappears randomly if that makes any difference
Did you go to console and type "mat_forcedynamic 1" like i sakd
game crashed so not yet
Gotcha
no difference
I can't tag the full skybox because if I leave the map interior the skybox unloads
Do you have server cheats on
Interesting
Can you send a video of you walking around
got the whole sky tagged and yeah
instant replay isn't working and medal crashes the game
I'll look at it later, remix has raised my room temp by obscene levels
@teal blaze Can I have a couple more questions?
Is it restir fg discussion time again?
nooo, sharc time
sure
does sharc bounce light more correctly? and is sharc better than nee cache? cuz nee cache doesn't hide that "screen-space spatio-temporal resampling principles" of restir gi
sharc mainly helps higher bounce rays, it caches light and save some light computation in hit points, it can also do infinite bounces, but it's mainly for diffuse surfaces. The nee cache mainly helps sampling emissive meshes and analytical lights to reduce the artifacts caused by restir gi
soo, sharc doesn't fix that at least somehow? #general-remix message
is that only way to fix that problem?
or there will be another?
yes, the only way is to disable that screen space stuff, because that's the root cause
does this make the graphics worse? I just can't test it right now
Probably more noisy
so it's not so bad
should be ok
presented the ReSTIR algorithm, which applies screen-space and temporal resampling to light source samples for direct illumination
also, isn't ReSTIR GI just... GI?
#general-remix message
Mark's comments on it
RR ON vs RR OFF
For me, RR can look worse if the internal resloution is too low
what is the most perfomance hitting option that i can sacrifice with on rtx 2060 super without losing much of texture quality?
idk why i cant replace the texture of this object 😦
It's already perfect
the buttons on it are super blurry thats why
Huh weird
rtx or irl
rtx?
irl
irl unless you've managed to fake mobile phone camera sensor noise
and terrible post processing 😛
gib answer now!
It's.....
Popo's pom assets
Joking its irl
Obviously
guys, help me please! i cant load maps and it stops at "loading resources.."
Have you considered having resources to load?
You might have too much rtx remix addons and ram is having too much
like the custom texture thing
Idk how to call it
well I followed the instructions and I've been given a black screen, this worked before in the past and I'm using the same old files so idk what changed to cause this for this install
nevermind it randomly started working
okay well this is clearly a new form of rtx lol (this was fixed btw so don't worry)
Actually would anyone be willing to add rtx support to this addon?
https://steamcommunity.com/sharedfiles/filedetails/?id=3295944861
I tried it myself but I need more expirence with remix, I can't get the tractor beam emissive to carry over to more than one map, as well as I can't get the tentacle models to appear like at all.
If this is even possible to do for something like this.
yeah uh.. from the July 2024 patch notes "Only allow dx80/dx90.vtx files in gmpublisher, sw.vtx/xbox.vtx are useless files not used by the game, so no reason to allow them on workshop to waste disk space" and "Disabled .sw.vtx generation in studiomdl.exe"
if rubat actually goes off and disables sw.vtx usage entirely it's so joever
Disallowing them on the workshop is a move lol
I get stopping it from compiling without like, a deliberate option
but come now
time for nagging them?




