#Garry's Mod
1 messages · Page 30 of 1
You do know how to get it yeah
I think?
Run it back to me
Now open a new tab and go to gmod/garrysmod and fond gmad
after I edit it, How do I quickly put it back in the game?
I think you put the folder through gmad again and it'll compile it
Then replace the .gma
pls
Lemme look into it
help
Give me 5 minutes to make sense of all this text
Omfg then search it up online I HAVE TO WORK
Go weld metals
"Hiw to compile to .gma"
I'm going to weld galvanized in your room
DID IT
Ayyyyy good for you lad
See self joy in doing shit yourself now stop pinging me I can't have my ringer off
.
I'm actually going to kill you

I wonder if I can batch remove alll
Holy shit
I fixed literally every single file with notepad++ batch process
I'm about to cream
If only I knew how easy it would have been
Fixed all materials 🔥
real
Give me the gma patch
If you don't care about packing it in a .gma file and you want to just test stuff just create a folder in your addons folder
C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod\addons and shove your materials and whatnot in there
That's what I ended up doing
Good and you?
ASVAL
I've found out that the reason why my ports look so poopoo is because I didn't realize that I had metalness map available for every single material and instead just eyeballed a fixed value
Welp
Going back and baking all of them now
3 pistols are done. I haven't slept for over 18 hours

you got this
does anybody know why things flash when spawning in things with the spawn menu
Turn off "Draw Spawn Effect" in the Draw tab on the top left corner of your screen when you hold C
It's the refraction shader that Remix doesn't deal with well that the spawn effect uses
yup worked thanks
np
was definitely not expecting this to be a thing
sound activated lamps be like
I could do this all day
(I did it for 18 hours straight yesterday and I do not recommend that)
I wonder if a lua file update could get rid of all the vmt or whatever it is that makes all the fun guns grey 
I extracted all the files, opened all of the vmts in notepad++ and then batch removed the function in all of them.
omg I have an idea
what's a mod that has vmts? 
wait wtf
my addons folders empty 
Oh fuck me, I'm old - they've moved them to a workshop folder 🧓
I wonder if I just.... 
Negative that shit did NOT work lmaooo - was the vmt line something like .vmt, or what should it look like? @willow fog
you have to edit the .vmt files
I was in my things
These mags were previously black
Ohhhhhhh gotcha, with the gcfscape...oh crikey 
What should people edit in it? I can try to make lua for it
#1116089843479498782 message
And can you send me your weapon addons so I’ll be able to test it
It's arc9 base and then arc9 modern warfare 2019
Can you give me your rtx.conf?
Everything in arc9 has been added in this conf
Any convars to remove white screen?
You'll have to mark the background as ui
I'm having to redo soooo much work
Just 3 weapons left
Then I can continue to port new ones
Somehow I cant find that texture
@willow fog
local to_remove = {
"$color",
"$blendtintbybasealpha"
}
local function FixupMaterial(filepath) -- thanks Xenthio
local mattrim = (filepath:sub(0, #"materials/") == "materials/") and filepath:sub(#"materials/" + 1) or filepath
local matname = mattrim:gsub(".vmt" .. "$", "");
local mat = Material(matname)
for k, v in pairs(to_remove) do
if mat:GetString(v) then
print("Removing " .. v .. " from " .. matname)
mat:SetUndefined(v)
end
end
end
local i = 0
local function RecursiveFixupMaterials(dir)
local files, folders = file.Find(dir .. "/*", "GAME")
for k, v in pairs(files) do
if (v:find(".vmt")) then
FixupMaterial(dir .. "/" .. v)
end
end
for k, v in pairs(folders) do
print("Recursing into " .. v)
timer.Simple(i, function() -- prevent from lagging the game
RecursiveFixupMaterials(dir .. "/" .. v)
i = i + .1
end)
end
end
print("Fixing materials")
RecursiveFixupMaterials("materials/models/cod2019")
print("Done fixing materials")
You can try this method
wh
( idk what you are trying to do with color, so idk how to test it, but it looks like it's removing "bad" mat params )
looks much better
If I'm using Xenthio's config - game is starting. I'm changing window width to 5120:
del .\garrysmod\console.log
hl2 -allowdebug -dxlevel 90 -nod3d9ex +mat_dxlevel 90 +mat_disable_d3d9ex 1 -w 5120 -h 1440 -noborder -windowed -debug +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_normalmap 0 +mat_parallaxmap 0 +r_staticprop_lod 0 +r_lod 0 +mat_forcedynamic 1
And game isn't starting. It's just freezing on ( attached screenshot )
I have no idea about it
So max working width is -w 4096, but it worked with old method and lua menu
we need that hand SSS 🥺
There's no sss in remix 😭
paper ass sss
It is paper sss. You know what it's actually called? Translucency
But they use the wrong name
And confuse everyone
my beloved
@subtle bison what’s the status on those pbr mmod - mod


i think the rpg and grenade are the only ones left
im unhappy with the .357 PBR so i might re-do that one too
I think you should ping mark for that
they seem busy arguing with that other guy i don't wanna interrupt them
hey uh @lucid parcel , sorry to ping but, do animated textures not work?
Ahh phew, it’s still in development. What you’ve showed is sooooooo good 
all i need to get is a 5090, then i could make a proper showcase video that isnt 900p DLSS performance upscaled to 1080p
There are several animated textures in Portal RTX that are working fine? you'll need to give me more context if some specific effect is broken
animated textures are also working for the water replacement?
oh i've pinged the message in question where i @ you
imma send it again one sec
it's a static material, then animated by a tiling texture on remix
rpg in progress
there is a small chance i might re-do all the guns again because i have gotten a lot better at making metal maps

i hope rtx 50 series selling point is running ray tracing smoothly
the 4090 runs path tracing smoothly
they're so beautiful
imo it still looks a little off in remix vs what it looks like in substance so ill need to keep fiddling with that
Where do you make metal maps? I JUST started using them with my new workflow, makes a world of difference 
im inverting the roughness map, and then making a mask that i can paint with (painting the stuff that is metallic and stuff), you should be able to do this in gimp and photoshop, but im doing it inside substance painter
it gets you 95% there if you dont want to actually draw the metallic map from scratch
ok fixed for real now (the sight was too foggy for my liking, and i tweaked the roughness map a bit more)
thank you ISP for throttling my upload speed to hell
oh hey look its me
hu why is my replacement albedo lower res than the non-enhanced version 
ok fixed now
yea really need a enhancement mod that adds pbr for the default weapons, idk why my physgun is all black 😭
my physgun mod is already out
needs the mmod hl2 replacement weapons as a base
the one i currently have is more polished than this release but once i finish all the guns ill release it
🥵
357 remade pbr looking hawt
unfortunately this is one of those guns that just do not look good in remix but fine in substance fml
the non-enhanced is black because of a vmt issue with the addon
ty remix for lowering the texture quality of my replacements
forgot to keep this ticked
on second thought its no so bad (definitely need to fix the too-reflective grip though)
$phong 1
$phongboost 16
These look ai generated
is the second photo just gmod without rtx
?
none of it is AI, im using the existing roughness and alpha maps if they exist inside the vtf's. If they dont, im making them in photoshop/substance
Ah
nope, still rtx, just with enhanced assets disabled
making myhouse.wad old and weathered, one texture at a time 
what the fuck lmao
honestly this doesnt look too bad for AI textures
the door might be a bit much but the other assets look pretty good
wat is this animal
True
dayum
CAR
messing with a custom method for importing HDRIs into gmod
it kinda sucks and has a lot of issues but im working on improving it
the actual 3D sphere is at least 10x the size of the 3D skybox so rays take fuckin forever to reach the map when the fps is low
HDRIs really do look much better than the normal game lights/2D skyboxes
this will be gmod in 2015
lol
really cool for turning night maps into day
secondary bounces still look like ass though
made a proper dome, and while i dont have it perfecly aligned yet, it looks so much better with some HDRIs
Could this HDRI be better, cuz no buildings etc ? https://polyhaven.com/a/kloofendal_48d_partly_cloudy_puresky
ill give it a shot
Check polyhaven HDRIs they have a shit ton of different stuff
np
with the default emission intensity of 1, its pretty bright but the gamma of the HDRI looks a lot darker than it should
at intensity 5 it looks pretty good
i wanted to mention that PolyHaven consistently had the highest quality PBR assets compared to the rest of the sites
FreePBR was a distant 2nd
but unfortunately the sky is overexposed and for whatever reason, remix's tonemapper doesnt account for HDRIs
also high exposure elements like the sun have really weird artifacting
its hard to see in a photo tho
lemme get a video
Looks like DLSS or ray reconstruction being glitchy
with RR off i get clipping instead lol
remix is definitely not handling the HDRI correctly
That's already very cool it can load them lmao
yeah but my results are far worse than some other people's where it works correctly
i have no idea why remix isnt using the embedded data for changing exposure
maybe gmod being itself
its both tonemapping and eye adaptation
i did but nothing drastic to cause clipping, this issue is exlusive to HDRIs
try turning off auto exposure entirely
its the actual exposure of the image, its too bright that the actual pixel is turning black,
oh
it gets fixed if i set the emission intensity of 1
so its not the remix tonemapping/eye adaptation
turning it off does nothing
nah i get the artifacting on others when I have RR on
oh
and if its off i get the same black clipping
like i said i think remix isnt actually using the whole 32-bit color range from the HDRI
just like a specific value instead
oml i think i just fixed it
fixed my gamma issue
its now correctly exposed
though emission seems to be messed up now, so maybe not fixed lol
yea remix doesnt handle gamma correctly
i might be able to tweak this in photoshop
i don't think anyone else has had these issues
might still have to blame the custom plane to project the sky then
otherwise i cant think of anything else of what im doing wrong
I got it to look better adjusting the gamma in photoshop but i still have the overexposure issues, and horrible bounce lighting (note there is no blue light coming from the sky on these props)
starting to wonder if the force hdr sky toggle is broken
idk im going insane
i tried doing the gmod skydome prop method, when selecting the replaced texture as a sky texture it just dissapears 💀
it works in GTA SA
so def not
yea im sure it does im just lost lmao
probably the only HDRI that doesnt look overexposed and has correct gamma with the emission exposure at 1
https://polyhaven.com/a/ouchy_pier
well its still overexposed compared to the reference image but its definitely better looking than the directly lit ones
wow that looks crazy
no man pls its ass trust me 😭
ok well resetting my eye adaptation settings definitely helped
im still getting artifacting from the sun but that's happening no matter what I do
ok nvm that's also fixed
💀
curse you post-process
the only issue is that now maps without a HDRI look like ass
guess ill be adding more HDRI's to maps 👅
lol yeah
i wish i could in Barnyard
needs it so bad
it animates the skybox though, so i don't think i can
very glad you got it going
ty for the help
auto exposure has messed me up many times lol
it was eye adaptation the whole time 
and np
omg the sun off the reflection 🥵
omfg the clipping returns
its very intermittent
and RR is fuzz
RR caused that?
nah, just different results depending on what is being used
non-RR shows the clipping, RR makes the denoiser go nuts instead
hm
144 fps no dlss no bull crap
it looks much worse in a video
clipping is also still visible on the sun but its barely noticable
no idea what causes this behavor
messing with the emission intensity doesnt seem to change anything
so i dont think its with the HDRIs themselves
im still rlly knew to this stuff, how do i install it?
download the mod
subscribe to this addon
extract the mod to steamapps\common\GarrysModRTX\rtx-remix\mods as shown
boot your game and make sure your enhancements are turned on
grigori lookin hawt
Did y'all have to use GWtool to get the _legacy.bin files open to remove the grey .vmt things? 
Or is there an easier way lol
i extracted the addon using gmad, edited the vmt, and then drag the extracted addon to my addons folder
iirc custom addons have a higher load order so i think you can keep the addon subscribed
Ahh gotcha, thanks!
That would've taken me forever to realize lmaooo
aww hell naw we got sky jiggle physics before gta 6
ohh that's how u did it 😂
so I'm seeing a day/night cycle with some rotation?
maybe
attach a little tiny sphere to the main player mesh and have it rotate inside their body 😛
then attach the skybox to that
That seems to work the wrong way
I was wondering if there was a way to make the fallback lighting values in remix menu to constantly change themselves automatically so you get sun rotation changing and also the color changing aswell through out the game without touching them.
why bother with that, we have bridge->remix api
Edit: I explored that concept long time ago: #showcase message
noticed its like this in the toolkit too
🤤
blends in really well with this map (the seam in the top right is not from the HDRI but an issue with my sphere model, im fixing it)
That's gorgeous
OH MY GODDDDDD 
So the HDRI’s a big dome over the map? Or how is it getting added? 
yeah its basically a big sphere that is out of bounds of the map. I made it in blender and then attatched it to a primitive prop so I could manipulate it with the physgun
with primitive props, they have unique model hashes so i dont have to add a custom model to the game or replace an existing one
the big issue at the moment is if i keep making the sphere bigger, i lose a lot of bounce light and the actual rays take longer to arrive to geometry, so tl;dr lighting looks duller and is more unstable
so im having to compromise on size and emission strength to compensate
yh won't it block out sky lighting?
?
you can kinda see when i move around, the skybox isnt static and there is some paralax since the sphere is actually pretty small
which actually looks great with this HDRI and map, but for bigger maps and some HDRIs, it can also be an issue
usually you want the skybox to not move with the player and be static
dayum gives off volumetric clouds vibes
i have one idea
- set that duplication in the skybox
- enable r_3dsky
and, of course, enable "reproject sky to the camera"
glad to hear that ☺️
its pretty bad in motion though
very unstable lol (ground jitters and there is some z-fighting)
at least 3D skyboxes look good now though
dayum ....wat resolution are those sky? wonder how a 24k res sky will look like, saw few with that available res in poly Haven
4k
HDRI sphere
^ (big sphere with a converted HDRI map applied to it)
I found the magic fix for clipping HDRIs 💀
HDR toning in photoshop is magic
with the following parameters it keeps the same exposure before the effect and so it looks the same as the unmodified one
here is a comparison
Wow that looks better than what I did, good job
ok well now that i look at it there is definitely some differences 💀
this will require further refinement but at least the shitty clipping is gone
its a buggy mess so uhh watch out
its mostly because remix doesnt like 99% of HDRI maps

is this sphere made by u? cause I'm trying the workshop ones but the texture gets all tangled up in them
yea, the model itself is not ingame
gaw hell naw they dropped me in europe
im at the point where this is no easy way to fix the HDRIs for remix,
the basic steps that are reproducable is lowering the dynamic range stops with camera raw inside photoshop
and then adding +2 gamma with photoshop as well to fix the overly dark look ingame
the important part is to do all of these changes in a way that doesnt remove all of the 32-bit data inside the image
otherwise it goes to shit 
another HDRI fixed 
the buildings look like there part of the map
its all about camera perspective 
Did you ingest it as an .hdr file? 
you dont need to ingest hdr/exr files
install the standalone version of this
drag the hdr/exr into the program, and use this format as shown
then save as as a .dds where remix can see it (like an existing mod)
OH SICK! Thanks! 
in the toolkit you import it as a emissive map and the object marked as a sky texture
do not set the albedo, also make sure the albedo color is 0, 0, 0
i guess ill just use cube maps
thats a bright sun
yea couldnt find a proper sky dome in da wrkshop
but atleast found this tool so now i can replace the skybox with proper ones easily https://matheowis.github.io/HDRI-to-CubeMap/
octatex baby
I hope octatex starts up again, it was so ahead of its time 
I thought cube maps aren't supported
In remix
i think he means converting the HDRI into a cubemap-like atlas so it can replace the game's original skybox
yea i just open the default sky textures on paint3d then just paste the cube map one and just write it
I liked the command line octatex much more than the webui version
I thought it's old and there's a new tools already, isn't it?
I haven't been here for a long time
idk but looks like changing da skybox still doesnt wrk on toolkit
Just look at everyone enjoying hdri maps. Could you guys thumb react to Kim's feature request so everyone can benefit?
Thx
ill even say more, it looks absolutely wonderful, as if it was real life
btw what your exact method for fixing clipping on some HDRIs? i tried a couple different solutions as seen above but unfortunately they all involve removing a lot of dynamic range so it drastically changes how they look.
from what it looks like, remix is unable to handle more than 4 stops of dynamic range
^
I'm not sure I've seen that. Guess your hitting the limit of the bit depth for the texture format. Just clamp it a little in Photoshop to bring it within range
I've done that and it works but it usually kills strong points of light such as the sun or street lamps
so ill usually get more sky lighting than i do anything else
im currently messing with pfstools on linux to see if i can compress these exr's while maintaining luminance
can you change the sun direction in gmod rtx?
because with the sun editor thing it doesn't work
@subtle bison i found an open issue from tadpole that states that you need to convert the HDRI to BC6S to prevent color range issues
have you tried that?
you can do it in Nvidia Texture Tools
you can just send the hdri and i'll convert it for you, if you'd like
i have the tool on me, what does the option specifically look like?
yeah that's how i've been doing it this whole time
with BC6S?
yeah, let me verify just to be sure
yeah either BC6S or BC6U have this issue
whats the issue link? might help to report these findings
i have this issue too but this doesnt seem related to my problem?
if you were using another format it could've been causing the clipping
i brought up BC6S specifically for that reason
was hoping it'd fix it
all good, ill make a new issue, it also happens in the toolkit so it will probably go into the rtx-remix repo
Nvidia wanted all issue reports in the rtx-remix repo anyway btw
accidentally pushed with the wrong tags but the issue is posted
ok well i finally found a definitive way of working around the issue while keeping the important highlights
(i know i said this for like 10th time but for real i finally was able to keep the full dynamic range)
I first had to change the gamma of the exr with pfsgamma. It's a linux only tool so I had to spin up a VM to do this. Though here are my steps so far:
- on the linux VM, change the gamma to something like 2.2 (heavily depends on the image, so ymmv)
pfsin rural_asphalt_road_8k.exr | pfsgamma -g 2.2 -m 1 | pfsout output.exr - copy the exr back to your windows host, open it in photoshop, use the camera raw filter
- copy the settings in the 1st screenshot and press ok
- save the exr and convert with nvidia tools exporter as normal
if you still get artifacting or clipping, go back to step 3 and keep bringing the whites down in a -10 incriment. For the example picture I had to do -50 white
do all of this with the emissive intensity of 1
finally
here is a fixed .exr if anyone wants it
wats da original one
hmm wats da difference between exr and tonemapped versions of the sky?
tonemapped means its a normal image without any high dynamic range data
you do not want tonemapped
an exr is a 32-bit image file with data that has multiple exposures baked into it which allows for much more realistic lighting
its one of those parts of a PBR workflow that makes everything a lot more realistic
That looks great man
was wondering why the skyboxes in your pics looked like hdr compressed down to sdr
how is tis
you should get better hand models tbh
I should
mabye the csgo ones
I'm pretty sure that the workshop has some set of hands that looks way better than csgo ones
probably tarkov or MW19 stuff would be the best
I'll grab the ones from mw19
k
the eye adaptation and tonemapping exposure probably has more to do with that, i was originally compressing the HDRIs to fix clipping using a sub par solution but that's not the case anymore
Can I get the exr?
for which picture
Any of them just want to see one
i uploaded one earlier ^
Thanks
this is my method of fixing them while trying to preserve dynamic range
tonemapping be like
also since you're using a cubemap atlas, when you export it from the site, what format are you using
.png or .hdr?
I wish for the day they put agx tonemapping in remix
png
rip any dynamic range
should i use hdr and then convert it to dds?
yes but then you'll most likely face the clipping bug that exists, which can be fixed but is complicated
hmm imma try that
and then this if you have clipping issues ^
i made my own ACES RRT tonemapping shader for reshade and that's what im using 
i believe agx also exists but adjusting reshade in remix is a nightmare
ACES RRT and AGX are about neck and neck for quality
remix uses normal ACES
i could try implementing agx myself though, would be nice to have other options
yes
tis was da result
made it less exposed
you sure you didnt adjust the exposure without removing dynamic range? these edits cannot be done in SDR space otherwise it gets stuck to a fixed exposure
if you zoom your gmod camera into the sun, does it get darker without losing detail?
should adjust like it does in this video
Looks really good, though im having some clipping issues as seen with the second HDRI
0:41
if it does, then you can lower the exposure ingame using the tonemapping settings
the HDRI shouldnt be adjusted at all unless it has clipping issues
yea it doesnt 😭

heres how i did, got the .hdr version of the skybox, put it in the website and out put the skybox textures as .hdr, then just put the .hdr files in the textures tool with the correct hdr formet and then just saved as dds
the tool might be removing the dynamic range
the website one? or nv texture tool
the website
you can check with photoshop by choosing the camera raw filter, click "Visualize HDR", and then see if there is anything in the HDR space
im not on windows atm to check myself
so i just put the whole hdr in a single skybox face without the website and i think its wrking right?
it gets darker the more u zoom in without losing detail
hmm both are same files but on left is .hdr and on right .png
hmm so skybox and world ui act the same? but ui has more bluish tint of the sky
anyone got any ideas how to fix this weird lighting bug
Commander hat? Haven't seen you in a while, anyways usual asks, have you got the most recent version of rtx remix, the right patches and rtx remix fixes addon?
yup, everything as of a week ago (unless theres been updates since)
yeah im not much active as i've got a ton of stuff on my plate and can't really dedicate my time to one thing, but I love trying to anyway lol
how do I toggle that
I use the provided batch file from the 'even newer way to install remix' video
Should be in the remix menu, at renderer near the bottom
hold on ill give it a try
nah doesnt seem to do anything
i havent tried all but so far almost all the maps prior to the resonance cascade have this issue (ill check if they happen after too )
anti culling lights doesnt do anything and anti culling everything just destroys performance while also doing nothing
nope the exposure is still at a fixed point, maybe send a picture of your eye adaptation settings under post processing
@subtle bison you got any idea on why this is happening
have you tried other maps that aren't half life source?
i can try going to that one in the video and see if i have the same issue
I think I got something
adding the textures to worldspace UI fixes some of them
uhh that's a weird workaround, that's fixing the light culling?
it does something
some lights arent bright enough tho I suspect thats cause I have hdr on lmao
way better than complete darkness as you can tell
ok i see, youre marking the ceiling light as a worldspace ui texture so its emissive
not really a fix but i guess that's a good enough workaround
I'll see what else it works on
so the funny thing is shooting the gun causes lights to emit but like at maximum brightness
but worldspace ui seems to keep its original brightness which really helps in terms of atmosphere for the game
boards are supposed to be animated but they're stuck in this position, but otherwise seem to light stuff up as they should, a tad bit bright tho imo
theres areas with no lights that remix interprets with lights at maximum brightness unfortunately, idk how to turn them off. I think its taking some data from where the lights are baked and interpreting them as lights themselves, rather than just a thing for the engine to bake light onto (if any of that makes sense)
yep half life source maps are cursed
no other valve games do this so i have no idea what's going on here
but tbf it is half life source so i guess this should be expected lmao
Imma try those maps, I don't remember lights doing that when I tried it months ago
if you try the half life maps that are resized on the workshop you get some more funky shit
it has its limitations, lights that are supposed to be off don't remain off (but some do for some reason) im wondering how remix is deciding how some lights are on or off
this isnt a remix issue
this is a issue with the map/engine, as they're responsible to what gets sent to remix
i would probably recommend decompiling the maps and see what causes this behavior
i would get rid of exposure compensation, turn off center weight metering, set your eye adaptation min to -2, and max 2
having the max at -1 makes everything constantly bright
the HDRIs are highly dependent on balanced auto exposure settings
imma try a 24k texture hehe
rip gpu
yea your cpu will have to cope
had to restart whole pc dayum
i just pasted the whole hdr in one face of da skybux cause the website doesnt support anything above 8k
here is another fixed HDRI
its just a pure sun
for this one i would use emission intensity of 1.25
keeps the brightness of the sun but also allows for the sky light to pour in
this gives off such a weird vibe
high quality sky, mirror floor and low res buildings
your adding emmisive to your skies? I just leave it non emissive and call it a day
so you're just adding it as a albedo and marking as sky?
for some reason that doesnt work in my case, sky does get replaced but obviously it doesnt cast any light
Wow
last mmod weapon in progress
thank you RR for completely destroying my specular detail
still not done but was wondering why it looks like shit in gmod/toolkit
ok now its done
still need to go back and polish some other weapons that look a bit off
ok yeah what broke RR seriously
its so blurry now
what is your gpu and cpu?
ryzen 9 7950X3D, rtx 2080
ok a driver update broke my DLSS preset override
which is causing smearing and ghosting
first of all, good choice about cpu
and second, bro, you are just cooking with mf 2080
lol
👏👏
i spent $500 on my 2080 back in 2019, the fact new GPUs near the same price still have 8gb is the reason why i havent upgraded
with these lags and other visual bugs
my fps is low in some of those screenshots because of full res DLSS
helps show better specular detail
too bad that rr cant get good filter for these details
it looked fine before i updated my driver yesterday lol
now everything looks like shit
huh?
RR heavily depends on the driver DLSS preset, i've been forcing preset E for about a year now to get rid of ghosting and blurryness
wait, u can fix that blurry mess just with that preset?
iirc yes, lemme see if i can reapply it to confirm
lol yeah much better
not as good as non-RR but acceptable
non-RR, RR
cant wait to buy a 5090 so i can run 1080p full res all of the time
plus FG, omg isnt that the dream 🤤
frame generation?
the heck with the metal?
it looks like plastic
with rr
non rr looks incredible
yea
yea this is the case with any specular detail with RR 😭
yum 😋
idk why looking at pbr textures in games make me want to eat and lick them especially the bricks 🤤
to tell the truth, i want to do that too
the second photo (with rr) looks like usual gmod
There is like, unshadowed halo around RR image
idk why RR looks fine here (RR left, non-RR left)
there is still some specular detail lost but its less pixelated so im kinda ok with it here
screenspace denoising moment
ok nvm RR still looks like shit here lol
god i forgot how much detail i added to the AR2
🥹
is rr screen space?
yea, at least a good part of it
found a bug with ReSTIR GI lol
only happens when using HDRIs
iirc mark said this can be fixed by making the HDRI darker before importing it into remix and then increasing the emission strength, but doing that without fucking up dynamic range will SUCK
tbh, i don't need these screen space features, so i turn off restir gi completely
but
try it without enabled temporal reuse
i already did
messing with any of the settings do anything for that
only turning off restir gi entirely "fixes" it
ok so i think nvidia fucked up DLSS preset E in the newest driver because there is still a fuck ton of ghosting in motion
time to mess with driver stuff 🤪
idk, the way im doing HDRIs in gmod is kinda cursed so it might not actually be a bug

but it shouldn't be like this either
apparently others dont need to make their HDRI marked as emissive to light the scene but it does for me
here is the ghosting im talking about
it also happens with RR off but its less noticable
don't any presets help at all?
idk im messing with all the different presets in DLSSTweaks to see if one gets rid of the ghosting without trashing the image
not to be confused with the resolution presets
uhh
that was
fast
RR on vs RR off
lmfao
so forcing DLSS preset F was it
ghosting is gone too
ok well it still happens with HDRIs but meh im satisfied
nvm it only happens on that empty map??? flatgrass with a HDRI looks fine, i guess it just clashes with that grey texture
very tricky things 😞
Windows xp
all fun and games till the dlss ruins how the game looks like
and makes it look like a vhs tape
i aint touching gmod rtx till i get like a 5090 or 6090
this was full res DLSS with no-RR, anyone with a 4000 series should be fine lol
hell even at 900p on a 2080 my fps is somewhat usable
really?
i have a 3070 and it was like 30-40 fps
maybe bc i was on 1440p
butt
💀
i had dlss on
still miles ahead of my 2080
its gonna be 50-70% better than a 4090
i cant wait
for it
and there also gonna make sum random feature for 50 series
to make it a selling point
its gonna be like a 400% perf diff between my 2080 💀
and ill still be playing at 1080p
gotta get as much fps as u can in rtx
god 1080p high fps gaming is gonna be sweet
🙏
in some games it might be bottle necked tho
yea but i got a 7950X3D

the "bottleneck" will still leave me a couple hundred fps in most titles
especially indie
true who needs like 1k fps
i hope there selling point is like 4k 240 fps
or sum like that
i have a 360hz monitor so ill definitely be benefitting
question how much money do you have saved
😭
built a whole new PC just waiting for the eventual upgrade
this 2080 has been through 4 builds
it needs a break
i would display it cuz the 20 series has a nice design
oh its definitely still going to be used
i got a server that could use some gpu accel
oooo
imagine dual 5090
imagine only having 2 apps that can utilize it
SLI is dead
ikr
but its good for rendring
rendering
imo its prob dead bc of prices
and devs not wanting
to do allt
allat
opps
wrong reply
but look
at this pricing
ohh i thought you were bout to pull like prices with even higher cost
naw
just showed you lol
i meant to say how much is a rtx 4090 going for
probably not much less than MRSP
its still a current card
crowbar PBR also fixed
my dumbass had the roughness map backwards and no metallic map
pistol is up next 🔥
this was the 1st one i worked on months ago but i did a pretty bad job, hopefully this time around i can make it more faithful
16k texture uff, RR off vs RR on
now i know why no one uses 16k textures
it was very painful
Gah DAMN cr, great shit!
Idk it doesn't look very good
Wdym
ok tell me why lol
Same I'm very curious
low albedo quality?
they're straight from the original VTFs so its not like i could do much there
im not AI upscaling it
I mean really only problem i can see is the stock looking flat and blurry but like ots still good
That's one of the reasons, yeah. Lot of artifacting
unfortunately the stock had no existing PBR maps so i did that by hand by going off the albedo
lots and lots of painting
There are some really good ai compression artifact removers
Sorry I'm on my phone rn
But last time I used one, the results were really good
Used chainner
Alao cr be wary the owners of your pfp are copywriter striking the cats people use oooooooo 
💀
so here is what the stock looks like in substance
I kid you not tho
remix really dulled it lol
Thats noticeable
The joys of realtime path tracing
is that f preset?
That's how they staged landing on the moon
they just used 16k textures in garrysmod with RTX remix
💀 game theory
yes
so, that preset removes blurry and ghosting, am I right?
so far
with the ground replacements this doesn't even look like gmod anymore 💀💀💀
i think the sky aswell cause the default one doesnt make it look this good
do you also have volumetric fog on?
yus but only set to 0.200
its helping blend the skybox and terrain so well
on my small phone screen i thought this was a render at first
💀
ded combines
That's THE most incredible ground I've ever seen LMAOOO
Working on a constructrtx again 
I think I'm going to change the default lighting to kinda give it a pretty eyecandy rtx effect
It looks kinda mid with just regular
sad that i can't run this on RTX 2060 super(
wait, would it be legal, if i use my legal copy of gmod, then apply goldberg crack and then manually install addons? cause i want different addons to mount and smaller install.
You can basically just copy it
And paste it
ok
Also you can run it, just don't expect good framerates
cuz main install will not work with remix, and i know that
Wdym will not work?
Make a preset with all your currently enabled mods
And disable everything and enable what you need
Whats the issue with that?
How much ram do you have?
16GB
That's enough
It won't
Unless you are running mods that specifically require 64bit
It wont
Sadly the 64bit patches for gmod aren't complete
it amazes me cuz it also works in real time
even on 20 series
The bricks seem so oddly offscale
yeah maybe make the tile size smaller so it matches the original texture
Idk why but it looks like it’s made in unity (no offense)
Even on Steam Deck
We're truly in the age of Ray Tracing
Bad color management
Look at the clipping near the lights
Also ugly light colors and brightness
Slender man fan game ahh lighting
real
that's just the point light color on the map on the torches
use color temperature
They do look really long now that I look at it lmaoo - imma try this one and see if it balances out lol
maaaaybe? too cartoony?
I really like ambientcg's textures, but the colors are so bright 
Desaturation honest reaction:
@subtle bison what prop did you assign the hdri skybox to? I think I've got all the steps right, I just forgot to finda prop to assign it all to 
ohh wait I see, you've made it in blender. Hmmm, Wonder if I can somehow replace the skybox 
if u have the skybox textures in the SubUSD of your mod folder, then u can probably manually replace them by converting the skybox textures u want into dds and pasting on them
that was one of the ways I replaced the skybox
Oh geniusssss, the stage manager in the newest toolkit allows to find all the prims, I could find the sky texture there and change them out - thanks! 
issue with popo's method is that the website that converts the HDRI to a cubemap atlas removes all dynamic range so its stuck at a fixed brightness
i created a sphere model so i could import the hdri directly without manipulating it
i have the hdri model and textures in a single mod so i can try packing it and sending it to you
also the dupe that spawns it
though probably tomorrow, im a bit preoccupied
that'd be awesomeee, thank you! take your time - the stage manager doesn't have a search feature, and the meshes aren't organized by name, so it'll take a loooong time to find all the skybox textures to replace 😦
Thoughts so far? Still haven't adjusted the lights in the buildings yet (which is why the white showroom has all those white lights reflecting) but other than thaaat, ehh? 
tbh i dnt thnk its the website, i even tried putting the whole .hdr file without the website in the game and still couldnt make the hdr wrk 😭
if anyone wanna try https://www.moddb.com/mods/flatsand-v2-rtx/downloads/flatsand-v2-rtx
never downloaded anything faster in my LIFE lmaooo
It looks so good! This is absolutely what Remix is missing right now, proper skyboxes like this are a total game changer
😂 why is a darn .dds file in a mod giving me a bridge error
when i remove it game opens but when i have it game crashes when it starts
maybe try disabling displacement - I think there's a bug where displacements are crashing mods atm
cant do tat cause i cant even open the game with that .dds file 😂 so weird

Bro used chat gpt to write that description 
battle of el alamein dang
i thought that DOI npc mod got broken, was my favorite mod like hrs of just npc battles with it
😂 who da heck killed those poor Laras
Aces requires color grading to be done before it's ready to be used
Color grading which you can't do in remix
uff i wish there was cause interiors look much better with aces, just sucks how it makes the sky washed out
agx also looks good
hmm i never used it
Ayy now we talkin
all i hear is the lego breaking sound when seeing this
both. Posted the red version to show how agx preserves brights by desaturating the color
#asset-creation message
This is the final
oh cool
Have you downloaded the latest action build of remix?
is this it?
i dont know really, but i think i downloaded the latest build


