#Garry's Mod
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sauna
im probably gonna do this is in the binary module so i can force render the original skybox independently of engine world rendering
hopefully finding the signatures wont suck ๐
source filmmaker when
never, unless xoxor4d ports his p2/l4d2 mod
Its over...
That actually would be pretty sick, has anyone tried it?
it would be considerably 'sick'
it uses dx9c exclusively so it wont hook properly
it would need a wrapper similar to xoxor4d's p2-rtx mod to force FF
il been running Remix with HL2 Update
thats just how it goes
[RTX Fixes] Found R_DrawSkyBox at 00007FFFBDA3F1E0
[RTX Fixes] Successfully hooked R_DrawSkyBox```
so basically now the x64 build is finally playable ?
nah i havent actually got anything to work other than hooking
i mean its very close though
its just a bunch of small stuff
i dont want to force everyone to use the HDRI skyboxes for now so hopefully i can get this figured out
no... you should actually force the hdri skyboxes...
๐
they look pretty but it gets boring only having 4, especially when they dont even match the map
make it have more...
i can but its still a workaround for the real problem ๐
i'd rather fix 2D skyboxes
ok
also waiting on blueamulet to provide new patches for x64 so we can get rid of the lua menu
cuz we cant load dupes or saves ingame since they use a CEF menu
also i need to know if blueamulet patches applies for HL2 and somes source games as well
the x32 ones for sure do
the only other x64 game is TF2 and that one is a lot more broken lol
also doesnt really need a RTX treatment anyway
you receive:
ray tracing
vac ban for using a modified install and forgetting about it
I receive: one less tf2 player
VAC doesnt even see it lol
bet
i definitely have not tried in the past or anything like that ๐๏ธ
๐๏ธ
CR... what the hell is the jellyfish shader
idk
ill ask them
i love you
wait is the
uhhh
new 64 bit version released
i wanna try
no because i want to fix the skybox
its the last big one
Oh fiddle sticks, Iโve been using 64branch too much and forgot they didnโt go together on 32 bit
thereโll be a perfect alpha out one day chat lmaooo 
SEMEN
Woah
Some props in Half-Life 2 do not cast correct shadows. Such as a set of fences, and a few plants.
This video shows how to install a fix I had made.
Which only works if you are creating the maps yourself.
Github link to fix: https://github.com/Mrfunreal/HL2_Lights.rad_fix
โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
Dead 4 Mods Discord: http...
so that's why fence's didn't cast any shadows
even in remix
nah i think that only impacted env_projectedlight entities (remix doesnt use that)
fences work for me
so why inside HL2 my fence look like this
you can see the shadow
its just very feint
crouch
the fence wire is a sprite so of course its not going to catch light as well
balls
cr
can you explain exactly why 64 bit tf2 dosnt work
jessica
my coder friend wants to know
because we still have incomplete patches and tf2 does not have a binary module or lua system like gmod x64 does to work around stuff
if you really wanna get it up and running, try porting the remaining x32 patches
port the x32 patches that would complete the x64 patchset, you'd really only need shaderapidx9/materialsystem stuff to prevent crashes but then you gotta do the engine and client culling patches
so in order to play new source mods/games i need to apply the blueamulet patch? always?
yes
I think if you set under alphabending, inverted bend, and see the bend type to greater than thatโll thicken the shadow
in hammer?
In remix
yeah but that requires remix toolkit edits ๐ค
and IM LAZY!!!!
BOOORIIING!!
https://github.com/NVIDIAGameWorks/rtx-remix/issues/674 not being able to interact with the main menu on the newest version of the bridge is fixed 

how did blueamulet create his patches in the first place?
@fringe ingot
sorry for pinging but i am just curious
IDA Pro
no but like
how does one debug the game enough to find what does one in your patches
do you do reverse engineering as a job? the price for IDA pro is super expensive
https://github.com/skurtyyskirts/GmodRTX/releases/tag/v0.5.3alpha
you shouldn't need this as RTX Custom Render is off by default, just releasing a version that doesn't come with it
no toolkit
This is just an unused test shader from Episode 2 that Rubat restored;
are u trying to patch x64 gmod?
if they end up porting the patches, can they make a PR to blueamulets page?
would help us out a lot
we got one port
i think
idk if that one works on gmod
yum
aint lookin too hot
i dont think the 2D raster stuff really counts, see if you can get ingame lol
NOPE!
i dont think that one single patch would fix it
we need MORE!!!
it crashes when loading any model
well
atleast when going into any character menu
all the wierd little fire textures are gone on 64
Seems the latest easy installer fixes just crash on launch due to bridge error? Anyone else?
Maybe not, for some reason even the old installer is crashing on launch too
It only impacts lights calculated by VRAD so basically everything but env_projected texture and light_dynamic (which is why it's controlled by a .rad file). That's why you have to compile your map to see shadows cast by alpha tested textures. env_projected texture will effect any entity no matter if it's in the .rad file
Was able to fix this before by reinstalling gmod and starting from scratch but now it seems I crash on start no matter what installer, maybe its a sign to quit neglecting my projects lol
Damn, aight
omg those trees are really hitting my 3080 perfomance
alpha be like
its almost as if not tracing super tiny holes improves performance ๐
amazing!! ๐ฎ
i wonder if using the toolkit and replacing the trees can i improve the performance overall without disabling/ignore alpha
ye if the leaves are physical models
#asset-creation message
srry but what does that mean exactly ? i think i managed to understand a little but not too much, that's a good point btw
Basically when a ray hits a transparent object, it has to sample from the texture to figure out if the point is opaque or semi transparent or fully transparent to determine what to do next. So in case of foliage, rays have to sample through layers upon layers of transparent cards which destroys performance.
So that's explain why in cod 4 path traced ill been having like 15-20 fps in maps where are too many trees and folliage, i need to set it all to "ignore alpha"
that's the only workaround to fix the performance overall, right? or we can just use the toolkit to replace them?
Yes, you can probably replace the meshes with the tk
As long as the hashes are stable
sadly i cant pin this messages but thanks for the info
urhhh how many addons you got
Did you use the installer? Are you on the latest version?
helo mr skurty
only one
im on the latest version but i can try the installer
happy tidings scraaanch
rtx remix fixes AND niknaks?
yeah im using the rtx remix fixes addon
yeah try the latest release from the installer, and then subscribe to the steam workshop collection on the github
aight
skurty here more experienced at being a good little helper

thats just the way it is
One day it'll all be perfect lmaoo
@quiet scroll i used the installer and im still experiencing the same issue using the "gmodrtx.exe.bat" file
should i use a different version of gmod?
how do i check?
and yes i have portal with rtx
Just to check if it's a remix in general thing, see if you can launch into a game with portal rtx
right click on garrysmod/properties/ and then under the betas tab this should be set to none
yeah portal with rtx seems to be just fine
and it was set on "none" too
for the garrys mod beta thing
Hmm, is there a gmod_d3d9.log in your directory? I could look at that and see
here
is this it?

Hmm don't see anything particularly troubling. You could try deleting the bridge.conf file in the\GarrysModRTX\bin.trex folder, but other than that I don't see why it's crashing, sorry 
You got it, happy to help! ๐
I know this is offtopic but have yall seen this
Very interesting
considerably interesting
Concerning
new ficool gems to look at
how in the world are u getting about 100 fps with so many trees in the scene? are u on a 4080/4090?
bigger question is why the jalopy going so slow
I'm not sure, but usually the tree never drops fps (for me)
the machine used in the video is 4080
40 series GPUs handle it better
but it's still quite bad
you'd probably be at 180+ in that case with it off
I did it by pressing w repeatedly
frame gen is considered necessary
latency
that's what i thought, 4000/5000 series handles better the runtime and the toolkit
Yeah, I agree
new products are always better
not always but almost... personally i think that 4000 series doesn't worth the upgrade... even if we talk about fake frames/ frame generation, the cards that they worth the upgrade are the 4080 and 4090... the 4060/4070 are the worst cards in terms of real performance/prices and in comparison to 3060/3070 series...
cant wait for the 5090 to come out so i can run this 3% better
btw i forgot to ask the resolution you are using
because the dx6/8 eye shader is broken
i tried to fix it myself but it's a tough thing
oh ok
2560x1440 dlss auto
and 4k not work (crash)
yeah for me too
i need to run it windowed at 1440p
Oh, I solved it.
how?
I feel like I was able to fix this in another source game by tagging the pupil / iris texture as decal but it may be different for GMOD. I remember when I did it I had to ignore a texture to be able to click on the pupil texture
Would you be able to assist with my GMOD as well please? I have the same sort of crash on start and I've uninstalled and reinstalled several times and deleted the bridge.conf but it still crashes
I'm not sure it only works a few times, I didn't do anything
weird, for me its not possible to run it at 4k native
I can try any map and adjust the res to 4k in the map
trough the settings/video? or by console commands?
I'll leave this here but I think I should shelf this for now as I'm out of ideas on how to get it working, fucking garry newman ๐คฌ
What addons do you have enabled? If you could, take a screenshot of your installation folder, there's a line in the log that miiiiight be of concern 
I removed all of my addons and did a fresh install ๐ฆ
annndddd I kinda already nuked my whole GMOD install but let me put it back real quick
work for me
Are you launching from the gmodrtx.bat file? 
When I first tried Gmod RTX it was doing the same thing but reinstalling Gmod and doing the easy install over again fixed it but now that method doesn't work
Yes
That's weird. There must be something
the install location miiiiight be the problem, it looks like it's installed in a gmodrtx folder, like two folders to get to the rtx folder 
but i could be wrong, it should give you everything to run from any directory after it's copied the original garrysmod folder 
Hmmm let me try a different install folder, I put it in a GMODRTX folder to keep my Exp folder neat as there is stuff everywhere in it lol
Moved it up to the G:/ drive and still crashes on launch, its all very strange though as the first time I ran into this I was able to reinstall and get past it but now it doesn't work even with the old installer

Heres what my install folder looks like, also an mdump from earlier
you try removing the gmod original folder and reinstall it completely
Woahh, never seen that error before. I released another update that includes a fixed bridge from nvidia from an issue i filed a little bit ago, https://github.com/skurtyyskirts/GmodRTX/releases/tag/v0.5.4alpha The bridge from the previous installers were all using one from 2-3 months ago as it was the only one that worked properly with gmod.
Yup
Oh shit let me try that then, I was still using 0.5.3a
haha no worries, I released only a bit ago, hopefully it helps. The new bridge especially as 32bit gmod relies on it 
you release so fast
lol the second i got the email the nvidia team fixed the bridge I ran to update it
gmod was 2-3 bridge releases behind, idk what's been changed but they're always faster each release, which gets gmod better performance 
I need to reinstall or update ?
I literally had it almost boot to the main menu and then it closed because I set myself to offline on steam and now I can't get it to that point again, let me throw a reboot at it for sanity's sake first
That's actually a really good question, damn I think it only overwrites all the files right now and doesn't have update logic yet. I'll work on that this week so the installer also comes with a "just update" feature so you don't have to keep uninstalling/installing 
This would be REALLY helpful especially so the update option won't overwrite your rtx.conf file so all your tagged textures and settings always stay in place 
I always backed up ๐คฃ
Still no dice but thought this error at the end of the log was weird
Hmm what's the gmod.d3d9.log file look like
its funny you ask that as its not making a gmod log file now
seems the bridge is crashing?
it might be in the rtx-remix/logs folder
nah that only has bridge32, bridge64, and remix-dxvk.log, normally it puts them right next to the gmod.exe but it didn't generate anything
4k work in 0.5.4๐ฎ
OMGGGG the bridgeeee must've updated to higher resolutionsss
Does windows defender perhaps have any recent history? I had a recent install of gmodrtx where it removed the bridgelauncher.exe, you might have to whitelist it
@stable scarab
my own installer application i made did it to me today lmaoo
(windows defender whitelist application submitted)
"bridgelauncher.exe" ? ๐ณ where is this normally at I don't see it?
ohk sorry it's called NvRemixBridge.exe, it's in GarrysmodRTX/bin/.trex folder
Oh yeah the NvRemixBridge.exe is there and from what I can tell my anti virus isn't stopping it, whats weird is all im getting is NvRemixBridge.exe memory dumps with this version vs the last version it was gmod.exe that was doing all the crashing
Still hasn't generate a gmod.d3d9.log hmmm
Very strange, I've never seen that error before, taking a look at a few reddit threads on it they're suggesting it might be fixed with a driver update https://www.reddit.com/r/starcitizen/comments/1d69axw/constant_exception_access_violation0xc0000005/ but other than that I'm out of ideas, sorry 
Reinstalled 0.5.3a and it generates a gmod_d3d9.log when it crashes but the NvRemixBridge.exe also crashes and generates dumps
Whatever it is about my computer it straight up does not like Gmod RTX lol
I think rtx.conf was overwritten after installation
But I have a backup file
If you like, you could open a issue with Nvidia/the remix team and they could take a deep look - is your CPU amd? https://github.com/NVIDIAGameWorks/rtx-remix/issues
YAYYYY!!!
I mean ahhh damn malwarebytes lol, but glad it wasn't something worse ๐
I just added a exception in malwarebytes for the whole Gmod RTX folder and it started working......man I love this app it keeps me spinning in circles trying to get stuff hooking. Thank you for mentioning anti virus, without that I'd still be hung over my keyboard going "WHYYYYY"
Fuck yeah, thanks everyone for helping, you have now brought me back into the Gmod RTX world
I use windows def.๐คฃ
Happy to help, glad it got up and running
I'll have more mods up for gmod soon, have 2 maps queued up and a weapon PBR pack on the back burner
Check your antivirus ๐คฃ
Malwarebytes is amazing tbh, I'm just surprised it never alerted me that it was keeping the Gmod files from accessing what they need. Might be worth adding a note or something to add an exception inside your anti virus, especially for malwarebytes users as I imagine it's pretty common in this realm
they're definitely harder to see 
Yeah, I just saw ...

Why is there a wall of water here?
It seems to be called dev_monitor
well I'll be damned, there's a wall of water in the sky chat
an example's on map ep2_outland_10 from episode 2. @subtle bison might know, it's probably related to how episode 2 did it's rendering, hiding water instances in the sky somehow maybe?
For those maps in the rendering tab you can enable volumetric lighting to get rid of the fog if you want 
lol
the water script probably doesnt have a good enough filter tbh
it finds anything with water in the name that's also brush geometry
so i guess a valve dev named something water that isnt water

my water script returns that dev texture for any water materials it replaced
its to make replacing easier in the toolkit
Ohh dev_monitor = water
It's a price I'm willing to pay for better water ๐
i mean its fixable lol
i just need to find what those textures are named and blacklist them
It happens on some glass windows I noticed too, no big deal to me
Not a high priority thingy for me atleast
how the f
if yall get the chance, can you decompile the maps that have those issues and send me the material/texture name?
i cant do it myself atm
that or just send me the map names
that would be easier
๐คฃ
Will do! Next time I spot one I'll send it over 
Even here, it can also be water.
rtx water โข๏ธ
how do I know the name of that texture?
map d1_town_01a
map gm_granli_night
the glass on dod_avalanche doesn't like RTX ๐ฆ
so there is no need to use "min light bounces" to 1 and "max light bounces" to 8 or 4?, also, ill been having "particle light" and "texture quality" on "high" settings all this time. Judging by your screenshot this is not your case
also everytime i disable "Vsync" for some reason i have more vram usage in the runtime
I didn't know that if it is enabled could eat up vram, so now I make sure it's disabled.
Ahh, my settings are usually 1 light bounces and 8 max - what's in the screenshot is just the default that comes with remix on a fresh install/minus particles being enabled ๐ My textures are also set to high - in my experience I've never had a performance loss having 8 bounces, but I have a 4090 so it's kinda hard to tell lol
even on my 2080, 1 min light bounce and 8 max has no visible performance penalty
ruh roh, water fix not working for lost coast 
lemme see if I can find the water name
looks like water_ati, water_ati_beneath, and water_ati_cheap001,
lemme see if I can fix it 
hu, i see the dev_monitor texture
are your enhancements on?
also did you do anything in the toolkit to overwrite the water usd?
Lots of shit posting
o fuck i think i did
Blegh
false alarm im just a dumbass 
goated textures
Flesh sand
yeah sharetextures lied its sooooo red
are these made with flux?
I wish, they're from sharetextures ๐ flux is horrible, if not incapable of making game textures. Nightravens cooking up a plan to train it to do game texture prompts so hopefully I can help him on that, flux is craaaaazy good at everything else
i've had good luck with some SDXL models in the past, but it took a lot of extensive prompting to get it in a good state
Made the albedo texture using a manual upscaling workflow in Stable diffusion. PBR maps made in Substance Painter
probably my best attempt lol
i think this was normal SD 1.5 actually
Damn that's pretty good 
yeah the sands gotta go
that feel when the flesh is delicious
its a gem
tf is that
damnn your mother looks really nice
sometimes... it takes multiple weeks to realize something...
we do not in fact, need to disable world rendering to hide brush geometry
skybox is back
custom world renderer no longer breaks important stuff
Splendid
HUGEEEEE 
OverrideDepthEnable my beloved
one little code change in the addon and we are so back ๐ฅ
one less binary module thing to implement
the fps is so damn high 
on a rtx 2080 no less

i wanna add areaportal optimizations so we can get more fps ๐ฅ
would work well for maps that utilize them
i kinda wanna try a portal map
how do these run worse than gm_construct wtf
surprised i can pull just about 60fps in this RP map
also it looks like decals work
i guess r_drawworld 0 disables them
next issue to somehow solve if possible, blended textures ๐ญ
some maps abuse these and will look completely broken, custom world renderer or not
the only way i can think of solving this is having the custom world renderer bake blended textures at map load, effectively making a new texture per chunk
that sounds like hell
ok so with 64-bit, there is basically no limit for the chunk size
god damn that FPS
i think im completely gpu bound now 
yep
its locked to my vsync refresh with remix off
236 fps 
the old world geometry still leaks in the debug view so it looks like hashes are unstable but they are, gotta fix that
and also maybe patch the engine to allow higher verticies so i can fix large maps that have vertex explosions
but i'd say its 95% there
the only major issue on x64 now is static prop culling
its bad on some maps that heavily use them
i still have my lua fix but it absolutely kills fps
so i probably wont include it in the next release
me when the rtx remixes
BEANSSS MAKE HER DANCE, BEANS MAKE HER DANCEEE

no idea when it happened but rtx lights dont crash the game anymore??
networking code is buggy (the duplicate lights), but it looks kinda cool ngl
how come my explosions look like this
you're probably using an addon that modifies particles, they're showing as untextured drawcalls
nothing we can do to fix it atm other than disabling those addons
normally you can open the remix menu and go to categorize textures and move your mouse over them to tag them as particle textures, but yeah im pretty sure when they're white like that its a drawcall thing
๐
fixing some stability issues with the lights, hopefully i can get these into a state where they replace map lights
flickering is gone ๐ฅ
thank you cr
wut tha
someone else had that
me
does google translate say anything lol
lmao what addon is causing them to scatter
that hdri making me explode
there an addon called crowd panic or something
it does that to citizens
maybe thats it
you use reshade?
Ohh
I'm primarily using it to replace the ACES tonemapper with my own AgX one and a different bloom implementation, i think it looks a lot more natural than what remix offers
what reshade preset make shadows like that
give reshade preset ray tracing pls
what effect use for reshade rtx

can i haz rtgi super ultra real shader preset pls
real asf
I need rtx-remix support for the HDR screen

i dont think nvidia auto hdr or even windowa auto hdr work
iirc i tried before
remix has an internal HDR pipeline so its possible for them to support it
reshade also has a way of opening it
but I can't find it in remix
how did you get reshade to work with remix
on x32, you run the reshade installer and select GarrysMod/bin/.trex/NvRemixBridge.exe and set it to vulkan
for x64, you run the reshade installer and select GarrysMod/bin/win64/gmod.exe and set it to vulkan
x32 does not have working input so you need a game controller to control reshade
x64 works fine
yeah but i did it for x32 far longer
it sucks to use with a controller but it helps to preconfigure your preset before adding it to remix
reshade dx9 or dx11?
vulkan, i said above
mr cr where is the 64bit remix github thing
just freezes up?
yes
never seen that before
thank you senor
let me try it with x64
it should work ootb
CR was rasterized for our sins
does this only happen with HDR being on?
since its happening on both installs, maybe try updating your drivers?
reshade shouldnt be causing any deadlocks
reshade not working both
its most likely a separate issue from remix
maybe try DDU and reinstall your GPU drivers
also are you using some custom preset or is it vanilla?
I didn't set anything up
I'll try it with a normal gmod
try normal dxvk with that gmod too
for wine ?
nah its the same install process as dxvk-remix
omfg they're finally stable
basically perfect
breaking news: CR ends world hunger by cooking this hard

normal gmod work
how can I check?
did you install dxvk to the game?
thats how
copy d3d9.dll to GarrysMod/bin
set reshade installer to gmod.exe with vulkan selected
if it works then yes its dxvk
I choose vulkan
then yeah its working correctly
no idea why dxvk-remix doesnt like it
im using a slightly older reshade build but idk if thats why its working
I'm using 6.3.3 as well
yep im out of ideas
I'll try to reinstall it
weird
waiting patiently for another release i am STILL too lazy to compile myself

looks like custom world renderer stuff, is this x64?
yes
iirc flatgrass needs either a 1024 or 2048 chunk size
set it to that and reload the map
ok well at least in the newer ver it seems to work fine at high levels
i can send the individual lua since you already have x64
replace the old one with this one, i think with the 1st release its named something else
show me a screenshot of this directory
yeah a couple of maps work fine with it
removes any engine bottlenecks so you're getting the best performance
Is there a way to fix the sun flicker?
yeah, its because of frustrum culling, xenthio has a basic patch that fixes some of the issues, but not fully
i think it fixed map lights for me
ill send the dlls
replace the engine and client in GarrysMod/bin/win64 and see if it fixes it
๐
so it worked?
maybe not all but better
yeah the patchset is incomplete, no idea when it will get finished
Edit, no different
what about with a bajillion objects rendering
๐ฅบ
yes that is frustrum culling
i hava lua addon that modifies render bounds that completely fixes it, but it destroys performance
so i guess an idea gary moge would be with x64 remix and volt
volt works

it doesnt touch rendering so yea
Gwater2 not๐ฅฒ
yeah that wont work unless they explicity add support to remix
because of the d3d11 container they use
so that a possibility or what
if meep decides to make a remix fork with support, probably? it would be difficult at best
meep
am i getting the name wrong 
meetric
what did blud expect
Gadji beri bimba clandridi
can you share your pbr water?
this happened to me in 2009 with my pentium 4 and 512mb ram ddr
this looks
ass
but good
i cant put my finger on it
maybe its jut the terrain quality thats throwing me off
probably because none of the textures cohesively mix with each other
they have their own stylings that clash, not to mention the scale looks off for each texture
yeah that's weird for PBR maps
or just shinyness
even with AI generated or PBR maps downloaded off the internet, they should always be adjusted in something like substance or blender so they actually look correct
is there any way to fix the white screen while using the physics gun without using any mods
im attempting to play on sandbox servers but i constantly get the white screen cause other people are using the physics gun
i meant grab halo
alright
alright
yeah the ray bounce russian roulette will make rays stop earlier so most of the rays wont even bounce the full 8 times
disable that to see the true performance penalty of 8 bounces
? gwater 2 is all renderered in engine
gelly, another mod, does a d3d11 container
huh? the github showed dx11 requirements
(I helped with some rendering stuff in gwater 2 so I know :D)
i've finally added entity id tracking for remix lights and their lua equivalent, so they can be tracked. Fixes a lot of networking and race condition issues
we're pretty close for them to replace source engine lights
water fix not work on the server?
if the server doesnt have the addon yeah it wont load
Anyone try this addon? https://steamcommunity.com/sharedfiles/filedetails/?id=3322707383
i wish could try but i have remix installed rn
ye i can
I mean, I was asking if anyone tried it with remix, lol
Noice
Changes the sky box too, so that should be cool in Remix
most of the effects break the camera in remix
hail seems to be the only one working
Lol, probably because it's physical models raining down
I mean, at least one works
its not doing anything to the camera
fuck whats it called
I need to reinstall Gmod RTX, I'll probably set up the 64 bit version later today
i'd probably wait for a second release
im close to pushing it
Oop, alr
ye, gotta replace it in the toolkit
what do I have to do?
hawk tuah
AMD Users: 
have you used the toolkit before?
i use remix in omniverse
I've never used it before
then how did you do the emission replacements for the AR2?
imposter among us
i ues remix

I never used remix
i replaced stuff with remix
i never used remix

That's the toolkit

uhh the hard part would be replacing all of those...
since they're just water textures, my water fixes addon should just automatically replace it
does it not?
btw uhh @keen rivet this is how stable the lights are now lmao
there's this one that doesn't work.
i've ignore all game lights so what you're seeing here is all binary module and remix api
are those api lights?
yes
WOW
yeah normal source has no game on this 
Source has game
the easy way to fix it its copying stdshader6.dll and stdshader7.dll from Portal Prelude RTX/bin and replace inside bin folder, this worked for me
holy shit
i have no idea how many lights this is but the fact its still rock solid

the duplicator is the bottleneck at this point
why it look so goopy
DLSS ultra perf
die
I'll try it later
the slimy
gimme like 3 mins
Is there a difference?
they need to be from prelude
ok
Meanwhile the Sky is dying
different sky issue
gm_flatgrass and gm_construct use shader skyboxes which dont work in remix
My GPU be like:
so it grabs the framebuffer of whatever the sky was in the last map
Got it
not fix ๐ฅฒ
the water on the other maps is working fine
Scenebuilding will be so great
Why replace Source lights, is it to get rid of culling issues I assume or something else aswell?
yeah mostly for culling, though it could also be used to make map lighting more interactable
huh, i though the light updater would break at one point
cool
how about almost 2K lights?
๐
how did you optimize?
i didnt, remix just handles lights well

the only optimization is networking and frame safety between lua and the binary module
to prevent crashes 
the big gmod
my 3080 can do that single row and then dies trying to spawn the other 50 lol
howw
ram is like gotta go fast
still uses less than cyberpunk so you're doing pretty good
Its a modern game now, 7 GB is nothing 
โ ๏ธ do not unfreeze 4100 lights
now try at 1080p native DLAA
naw for whatever reason volt causes race conditions with the lights
oh
so they fail to spawn, its not remix related but i have to open my game like 10 times to get them to work
no idea whats causing it
you should look into it i think it'd be cool to have 5 props touching and not having the game go to 2 fps doing it

light race war
this x32?
yes
engine bottlenecked

i gotta see x64 on this map
map summer day 2004
can u run this command and then take a screenshot of your ingame without moving
getpos
then send the output here
] getpos
setpos -2932.993164 3523.355713 -547.968750;setang 3.035995 96.593948 0.000000
some maps js be evil like that

I'll try it in x64
can u first turn on sv_cheats and run the command u sent on x32
i wanna see a direct comparison
Ok
my gpu may be dead but this gta 5 apartment at night be lookin ๐ฅต
I can't get into that map in x64
it takes longer to load with the custom world renderer, whats ur chunk size at
i have mine cranked
Oh
max size
exploring gm_pool_complex_v2 at 3am
boy i alr know this gonna be the jumpscare right
abaondoned vibes fr
okay its brewing something malicious

umm.
freaky ahh alyx
i have to supress the brainrot inside me everytime i type out a message
bro is healing

sonic adventure gotta be the most deadass confusing game of all time
What's crazy about the pool complex mod was the lighting isn't how I had it in the toolkit, everything is lit up, but the hashes were unstable and left some areas darker than I wanted but it turned out so perfect
I also learned that dark areas in maps can be a good thing, it looks less scary in the toolkit 
Good morning Mr skurty
good morning scraaanch, happy day and good tidings 
โ
working on weapons mods todeeee
Welcome back early 64bit gmod
thats sick as hell
so i cant download any old source game version beyond 2013? (steam pipe update). I thought i would be able to download and play the 2007/2006 main branch of HL2/ep1 and ep2 using this guide. sad ๐ญ
This guide allows you to access and download older versions of a Steam game. This guide is also in russian .
[url=https://steamcommunity.com/id/Aevoa/myworkshopfiles/?secti...
I haven't tried it myself but in theory you should be able to take the old builds and run them through Source SDK (insert year) at least thats how it would work in my head
since CEF is currently broken in x64, i re-implemented the save menu in vgui
its barebones but it works
i want to do the same thing for dupes but that's probably more difficult
much better with thumbnails
honestly, with a few more adjustments, i prefer this over the CEF version
how
Like I said haven't tried it myself but Insurgency launches the same sort of way (granted its a mod) and the copy I have was prior to the steam pipe update but something setup along the lines of the screenshots is probably what would work. Source SDK with the Insurgency folder inside of it and its corresponding gameinfo.txt. There is probably a way to just place the old HL2 builds inside Source SDK and run it the same way, how you would actually do it I have no idea but i'm pretty sure its possible
woah yall talking about insurgency remix?
@keen rivet kind of a necessary evil, but I added back the lua frustrum addon since static prop culling is still pretty severe, though I did add user facing options so it can at least be toggled easily
it also only runs once at map load and can be manually reloaded at any time
perf is decent but large maps still run like ass
for perf or see if it just runs?
both

wouldnt say its great but its miles better than 32-bit from what i remember
i think the alpha is the perf killer but the map has like 1400 static props
oh dear lord
oh this looks like a cozy map
its very gemmy
Jarvis turn on hdri, make it night
on 32 bit
NASA supercomputer
I'm on a 5600x, Imagine how I feel
i was on a shitty intel mobile CPU for about a year, even worse than my previous 5800X
14700k
remix was borderline unplayable on a lot of maps
7950x3d is better
hmm lemme re-check my gpu usage in the map then
it could also be down to engine bottlenecks because of all of the lua stuff
ok maybe its down to VRAM?
nvm im 100% gpu limited lol
even with all of the lua stuff off
that foliage is a GPU wrecker
thats at DLSS ultra perf btw
rip my poor 2080
maybe the game needs ... optimize
nah there is nothing you can do for alpha tested stuff like this
other than replacing it with a model with physical detail
hawk tuah
alpha destroys the fps?
thats mostly for any game
yes, a common issue with PT
but yes
That's what your mom said
Die

alpha destroys fps because the gpu has to do way more work it has to calculate all the overlapping layers and figure out how they blend together and in path tracing it gets even worse because every time a ray hits something transparent it has to split into more rays and trace all of those too which makes everything way slower
etc etc
Pretty sure rays don't spilt
They just have to test to see if they can pass and that test is a bit expensive. And it stacks up when you have thousands of rays passing through multiple layers of transparent geo
What's not working?
we dont have complete r_cullbox patches so some maps with a lot of static props have severe culling
Oh yeah right I couldn't find the other r_cullbox
CAN REMIX PLAY BAD APPLE?
if I fail at figuring out the rest api stuff I'll switch to getting adding custom hdri's
CR have you seen imagemagick? It looks like it can adjust gamma, might be a way to avoid the virtual machine part 
yea, but at least in my experience it destructively removes the 16-bit data
i have a work in progress appilcation for windows that does it all for you
ill add it to the repo so you can just drag and drop HDRIs and they get converted with the correct parameters once its done
Ahh fiddle sticks. YIPPEEEEE that'll be so huge!! 
so does the skydome always bug out when you rotate it?
i've never seen that before
I think that was just a one off thing, it's usually really smooth but I'll double check when I go back in 
ghosting

add the subsurface scattering to the trees
also mark the grass as a particle texture it'll stop it from flickering like that
How do you add subsurface scattering? I thought it was automatic ๐
in the toolkit
Oh like the tag textures in the toolkit feature? Iโve never seen a subsurface scatter option 
Howโd you get fire to work? Mine never does without portal files
oh I remember then someone suggested I install it
^
why does your hdri work?
I used your installer
Oh whoops, that wasnโt supposed to be in there, itโs CRโs hdri mod https://github.com/sambow23/hdri_cube
Youโd download the hdris and move them into rtx-remix/mods
I installed after your installation
Did you move the hdris into the mods folder?
lol so the hashes depend on the view state?
but yea the replacements were created with borderless window on mine
i dont use exclusive fullscreen as it causes stability issues with source
or wait, are u just changing resolutions?
I just went from borderless to window
to make the game refresh
both
i like turtles
oh my, this is how gman looks inside Portal Prelude engine. Btw im running the game without copy anything from base hl2 main directory so many scripts won't trigger at all
i found why they look so weird, the game its using the new models from Prelude instead... so this is expected i guess
prelude humans r so ass
lol
gman got hella botox 
Portal RTX
Oil man
HL2 Aniversary Gman
Bro's so oiled up and ready.
Me every time in this channel
SPEEEEEEN
i found this on discord huhuu
i love this meme
original??
Reminds of old markiplier prop hunt
some bug on the lua end of my rtx light is preventing the model from being hidden, but ngl it looks kinda cool
๐คค
rgb cubes
so uhh, i guess the view frustrum addon is now considered an optimization?
i allowed it to set render bounds lower than what should be used, but it brings fps up almost by 50% in this map

though this could be a bug
idk
but ill take any improvement that can be made
naww this aint real
60fps+ on gmod tower
tell me im dreaming
seriously this performance is unreal with how much stuff is in this map
@subtle bison does the chromium stuff like web browser screens work in Gmod RTX 64-bit
not at all
had to replace the main menu with a lua one
we're currently using some magic dlls xenthio had from a old gmod x64 install. If i ever get around to extracting the signatures from the dlls and add them to the binary module, we can probably fix CEF
as CEF works in unpatched x64
that or blueamulet fixes x64 patches
whys teh good stuff LINUX ONLY?
im working on a windows tool to do this for you
trust me i dont like doing it that way either lol
darn, no RTX movie theater map
a game entirely lit without the engine
๐คค
unless you count remix api light integration
Multiplayer: "Dude why's it so dark in here"
unless other people can see the remix api lights








