#Garry's Mod
1 messages · Page 43 of 1
I think
but yeah they're completely invisible to rasterized players since its rendering in remix and not in gmod
implemented a clever but also kinda jank solution to prevent HDRIs from getting culled
i added a menu option that spawns the editor on map load below the player
you can hide it with remix using hide texture instance so remix doesnt completely ignore it
this solution also prevents the skydome from warping when you're too far from the origin
perfect, no raster players on my Gmod server /j
now create a Steam Deck preset (another /j)
lol definitely jank
you dont ever see it in 1st person since i lowered it far more, but you can definitely catch the shadow
omg that's geniusssssss
re-working the UI
no more color wheel
just presets since it's infinitely easier to manage this
what the spruce
the weirdest part is that all of the map lights are stable
even with a really low value for the rtx light updaters
the only loss is culling nearby the player, but that's still better than out of the camera frustrum lol, might ship 256/256 as the default
awesome as fuck
this is so me

we got an official spawner icon
also new UI is out
just download the latest changes from github
there is still only 4 HDRIs so ill have to figre out what other 4 i should add
im open for suggestions
🥲
HUGEEEEEE, perrrhappps dis one? https://polyhaven.com/a/sunset_fairway I haven't seen the others you've added yet but I thought the sunset was pretty 
What's new in the world of gmod remix
did you move the data folder into garrysmodrtx/garrysmod?
oh wait, the hdri's are gone 
wait, default skybox is working now?
oooo this shit sucks I fear, I'll leave the weapon mods to CR LMAOOOOO
the emissive on the pulse rifle circle thingy lmaoooo 
the cirlce thingy my beloved
i won't put it on moddb but here's the weapon mod if anyone wants it :3 https://drive.google.com/file/d/131VUnRZ1a6j5HX8Uu-5hzm3ZEbhBTTqY/view?usp=sharing
for rea l?
the zip bomb in question
dude look at the fucking sky 💀
hu
im gonna guess you clicked all preset buttons?
ye i fixed it
yea also fixed
ill try to get a new x64 release pushed out today
its in a good state rn
YAAAAY!
include all of the ones blender has by default 
since when did blender include HDRIs
What abt the 2 night ones I asked for a while, could add thoes
the ones i already added?
Yea
they're still there
Oh I thought they replaced 2 defaults or something

im gonna have to start working on the import tool again, there is no way im gonna be able to accommodate everyone's favorite HDRIs
i think it has like 6 used for the material preview
they call come from polyhaven iirc but i can't remember the names
fixed the order of HDRIs and also added numerical values, should make it easier to discern which is what
still working on getting the other 4 HDRIs added, will take longer
@quiet scroll

Your HDRI is working?
EEEEEEEEE thank uuuuuu
It’s so beautiful 
looks even better on a map where you can see the horizon
It's like I've been hanging out
I’ll check when I get back home, idk why it wasn’t working, I could’ve installed it wrong 
the only thing that changed was the UI
Scraaanch u try it yet? 
btw instead of changing resolutions to fix the HDRI, try mat_reloadallmaterials @fallow mesa
for some reason everyone is getting different RT results when clicking presets
try what yet mr goober
the pretty hdris
EDITING MAPS?
oh shit scranch cookin something
nah nah lol just an edit of ttt_deserted_house for private use xd
you should totally remix that map btw
not working😅
does it work with the older version?
also does the HDRI editor change to different color hues now when you click a preset?
(with the latest changes from github)
i had to pre-cache the other 4 presets
ye you need to update the files
delete those and replace them with the ones from github
hmm i notice the 1st 4 have alpha, i should remove that
its gonna break hashes but i can fix it pretty quickly
ye looks fine now
try it again, but you'll probably still run into the same issue of having to change ur video res
weird ahh first frame
Fg
Fg
well its changing colors correctly
so yea the hash is still different for you, and i have no idea why
are you using the autoexec.cfg and launch bat from the x64 release?
I used 32bit
its the same launch params
only difference is exe name
skurtyys script should have the same stuff iirc
ill try messing with it on 32-bit in a bit
not sure if I'm late to the party, but blender has robust hdri handling:
the thing with ray reconstruction going nuts on the bright spots is not solved right
yeah but that's because the HDRI is clipping, its gone when using my steps you replied to
as seen here
we are being examined 👁️
oooooooooooooooooooooooooooooooooooooooh
evil lights
light moves as you move or
ye, but you have the option of spawning the cube seperately from the player
so it doesnt follow, but the paralax will look weird if you're too far from the origin
the sphere is so big it doesnt really look like its moving when i move the HDRI editor across the map
but you can see it if you look closely
seems that it\s really hard to get a "foggy" scene with volumetrics and still be able to see the sky
yeah volumetrics break it for whatever reason
updated the HDRI pack, its not really a curated one but it fills all 8 slots
also updated the guide
hopefully they'll work for you now
it's probably because there's so much atmosphere between the camera and the skybox. If it were possible to have for example only ground level fog, or atmospheric density falloff with altitude, it would work better i think
that or controllable volumetric volumes kinda like blender eevee
ya
they could probably do that with the remix api as well
thanks for the hdris, for some reason when I use them i don't get that nice strong light and hard shadows
do you have NEE cache disabled?
also how did you import everything to this game
best way is to use a text editor to change mesh and prim hashes to an object in your capture
messing with it in the toolkit has caused a lot of issues like this
NEE cache is enabled, i disabled it and it looks the same
I have a huge sphere around the level which is in the base game and gets captured, i put the hdri name in the usda file
ok
do you have a link? i cant find it in the remix-projects
or maybe just @ me whereever you wanna discuss it
kk
so with x64 with no workshop addons other than niknaks enabled, HDRIs still seem to work
so i think should work for everyone else?
That goes hard
well nvm about releasing a new build today, while displacements are fixed, blended textures look like this
i have a way to fix this but its gonna take a while.

im a liar
🙂
installation is a lot easier now that i located the config file that controls physgun halos and spawn effects
Damn you don't have RealCSM installed this is criminal...
its treating both textures as two meshes, so they're overlapping
best way to fix this is baking them at runtime with a Render Target and caching the result
Hey CR I Figured out how to make a skysphere that works,
Make two geospheres with reasonably high polycount
scale one down a tad
merge them into one object^
invert the normals
bob's your uncle!
not even swamp cineema?
maybe it'd be ever better with 3!
More than 3 might be getting carried away
IT'S SO PRETTYYYYY
lmao at first i thought that was a real pic
wowzers
I've done some more skysphere testing and i think its heavily influenced by just how extremely large you can make it, try making it 10x larger CR 🙂
actually i take that back, doesnt seem to help
looked good in editor, not so much in game
so i take it HDRIs now work properly? 
lol yeah I must’ve installed it wrong 😅 the toolkit needs skybox support cuz this shit is literally game changing
popo was somehow able to replace the sky
i think whatever tool he used was able to forcefully change hashes
but ngl i prefer this skydome system since it can be controlled in a lot of ways vs a static skybox
ahh ok i think i figured it out, the skydome has to have heaps of polygons
low resolution mesh is mushy shadows
hu
did you enable smooth normals?
mine is pretty low-poly but looks fine
you cant even see seams in the dome
hu i dont remember subdividing it that much
its 500k tris lol

polys rather
doesnt seem to make any difference to performance if its a replacement mesh
I can't open gmod after installing rtx-remix/mods
hu, i dont include any rtx mods in that
I installed the hdri later
so when you delete the hdri folder inside rtx-mods\mods, the game starts up fine?
yes
It appears to be all the mods that are in rtx-remix/mods
i would nuke that gmod install from orbit
and if that doesnt work, reinstall your video drivers, or even windows
i've never heard of remix mods crashing the game
I'll try another machine
yeah! lemme check
yep 5mil poly skysphere gives Kris/P shadows
hows the fps lol
same
btw your skysphere is 2 spheres, one over the other.. makes no difference, you can just remove one and double the polys in the other and u get sharper shadows for no extra polys
they seem pretty sharp to me already lol
shadow softness is more affected by the penumbra effect like real life (the beginning near the object is sharper, but gets softer as it gets further away)
i dont think I need to modify the sphere
can you show me the contents of this folder
for some reason I don't have any of the extra stuff?
the hdri mod is separate
that would explain it
i would try redownloading both archives, the github release and the remix textures
i really dont know why they're crashing the game, remix shouldnt even be loading it until you spawn the HDRI anyway
would dlss 4 ray reconstruction force better resolution on reflections?

I’m going to love upscaling this from 360p
its linked at the bottom of the release
Ah
I will say though that this is a LOT more stable with a lot of my addons enabled
yeah hopefully me and xenthio can get some of the last few quriks worked out, the stability of x64 makes remix much more enjoyable
I'm waiting
so uh, black sky?
(hdr making it 10x brighter as usual)
turn off volumetrics if you have them on
still black
make sure you installed it right
did you download the other part, the actual HDRI textures?
yes
so your contents look like this? ^
pretty much
does anything change when clicking different presets?
the indirect lighting on the cube does
hu, the cube changes colors because its loading a different texture, but there shouldnt be any kind of IL changes
maybe try disabling all addons except for what's needed in the guide. The hashes are definitely working since your sky changes, but remix isnt seeing the textures
if that doesnt work, delete the textures folder and redownload the textures archive
fair
ill try deleting my local copy and installing the ones from gdrive and see if i run into the same issues
still working for me
actually that sphere i sent has wrong scale
this is on a fresh x64 install with no addons (other than what's in the guide) as well
you can try it on x32 if you want, it'll work there too
if you have a anti virus, i'd also make sure its not trying to flag any of the dds files
i dont think they'd ever trigger one but it'd worth mentioning
and now gmod refuses to boot???
all I did was close it
yeah there's nothing, let me close and reopen steam
you might have the same issue as @fallow mesa , if your game still doesnt open, delete the hdri folder inside rtx-remix\mods
if it opens then, something really weird is going on
now it works
deleting the hdri folder or after restarting steam?
restarting steam
fixed

gonna try removing hdri
if that fixes it i might have an idea
yep I loaded in this time
💀
ok
im repacking the HDRIs
oml
wait
i think i know whats also causing the other issues
i had similar issues rolling out the HDRI editor the 1st time, and its because git messes up remix USD/USDA files
im gonna include the entire remix mod as one single zip file and we'll see if it fixes both issues
Ooooo I double clean installed and can confirm, sometins wrong 
lol
typical gmodrtx development 
ok @potent agate @fallow mesa @quiet scroll
try this
delete the old hdri folder
replace it with this one
i hope this works 😭
crashed
gmod will not open for me now
i even downloaded the archive
hmmm lemme see if I can pinpoint it, even if a mod is like totally scuffed idk why that would make a game not start......atleast i think 
o wait i'm modding the original gmod folder, uhhhh lemme try a separate folder install
i got another idea
this is just the base mod, no HDRI textures
install this like normal, but DO NOT add the HDRI textures
just see if the game opens
everything that's in rtx-remix/mods makes a crash game
if it does, when you spawn the HDRI editor, does the sky turn gray?
so even non HDRI stuff?
yes
another crash
ok
seems like the mod is the cause
if I remove the mod files and leave the textures it loads
weird, it's not exclusively the hdri mod but yeah, any mod in the mods folder causes it not to launch 
this might be a remix ticket issue 
yeah im getting it now too
wtf
this was working on a fresh install when i updated the guide
idek what could change between then and now
i blame garry newman, that man woke up one day and nuked an entire community he doesn't even know exists 
nothing weird in the remix logs
it just silently dies
whatever this means
i fixed it
💀
i guess dxvk-remix got corrupted at one point
reinstalling it makes it boot again
ill fix the release archive
omg
its even worse
i forgot to include the usd folder that comes with dxvk-remix
no wonder why it was crashing on rtx-mods
💀 💀 💀 💀 💀
sorry guys
I got called in by the skull emojis
@quiet scroll @potent agate @fallow mesa
https://github.com/Xenthio/gmod-rtx-fixes-2/releases/download/gmrtx64_0.2/gmrtx64_0.2.1.zip
just overwrite everything, it should work now
is this normal construct or construct_rtx
rtx
are you using the rtx.conf provided?
weird, im using the same one and its working
yeah only number 1 has lighting for me
so even the night ones dont illuminate anything?
it doesn't seem to cover everything though?
yea i think the 3d skybox on this maps messes it up
try flatgrass
also do you have directional lights ignored? they interfere with the HDRI
weird, i know its broken on normal construct but gm_flatgrass_rtx was fine
ty you all for testing
btw let me know if these error out when spawning them
im running into a race condition where on some game boots they fail to spawn correctly
only way to fix them is restarting the game
I also crashed when I tabbed out lol
yea i still dont get the alt-tab crashes. did you adjust any video settings prior?
no
do they happen in x32 as well?
afaik the alt-tab crash issues are a source engine staple lol
not from what I remember
its already there, that button is only if you have autospawn disabled
click open editor and select a preset, its in the context menu, hold C
hu
rtx lights have crashed my game in the past when i started working on them but I thought i fixed it, they dont cause crashes for me anymore at least
hold C
😅
lemme guess, if you change your resolution, it fixes it?
this time I got a bunch in before a crash
there is something unique about your windows install/drivers that is breaking it
no lua errors at least, you see those when shit is about to hit the fan
true
ill keep looking into the lights i guess, though i cant reproduce the crashing
but i guess ignore them for now, they're more of a novelty anyway
fair
also there's a thing where my mouse keeps flickering on the screen when it shouldn't be visible
yeah i think it's because remix isnt designed to be used without the bridge
i get it too
ah, just wanted to see if it was known or not
we probably need to open a github ticket for it
oh boyyy hellooo gmod rtx remixers
make sure the world scale in remix settings isn't set to some bonkers tiny value
@subtle bison found a map where the water's the floor in some areas, I extracted it with gmad.exe
https://steamcommunity.com/sharedfiles/filedetails/?id=3302364964
heaven
you need to adjust the view frustrum settings per map for best performance, refer to the release readme
common pseudoplayer L
@keen rivet did something change with the rtx_pseudoplayer_unique_hashes 1? it's never acted like dis before 
i thought it copied the playermodel texture hash and just renamed it to something else and then we tagged it - but now it's assigning world textures
its probably a render target issue
i have the same issue with the hdri editor when adding new presets
👁️
I didn't change a thing
can the cursor flicker on 64bit be fixed?
as said before, a github issue probably needs to be made for dxvk-remix
we're pretty much the only ones using remix without the bridge lol
its also why the remix menu doesn't handle input correctly
this looks so cool! (screenshot taken on 64 bit gmod)
man my brain thought this was real on a smaller screen
fr 
I'll try it someday
when 64-bit is updated
I know, I just like 64 bit
yea look at the not working stuff section in the release readme
what is the differnce between normal gmod and x64???
64-bit is better CPU wise if I recall correctly
Which leads to performance gains
oh so just for few extra frame
So i dunno if i'm like stupid or something but
cant i just call a function and set a breakpoint instead of doing the fukcing stupid shit i was doing before to find a function
lmao
lmk if this works 🙂
Yo CR,
This blender node setup works well for HDRIs
And its easy to reduce the "sky" brightness while keeping the sun as bright as possible:
is there a place to download the rtx remix lights api for gmod?
just set it up like that in the compositor and hit F12
or is it exclusive to the 64bit gmod rtx
its exclusive to x64, it requires the binary module to communicate with remix
ill try it when i can, though the goal isnt to reduce the brightness of the HDRIs to get them working, just lowering the precision just enough to prevent clipping
its more of a novelty, they look visually identical to ingame lights but dont actually depend on the engine to light anything
that\s what it does, it clips the highlight to the max remix can handle without artifacting, leaving the rest of the image untouched (unless you want to touch it)
they're unstable as well due to race conditions i've yet to fix/identify
oh okay interesting
in the screenshot i reduced the remaining sky brightness to 25% just cos thats what i wanted at that time, but of course you don't have to do that
for sure, though it would have to be later down the line when x64 is in a good enough state to replace x32
its close, but the few remaining issues are very difficult to debug and troubleshoot
so it could be a while
if you look in HDRView you can inspect the peak/avg/median luminance values in the hdris and it looks like remix has a fit at values over around 140ish
definitely an easier option that what im working on lol
i wish facepunch would just fully migrate to x64 as default and then just make x32 optional in the beta section
i wish they could add some cvars for stuff we patch in the engine
somthing like cl_rtx or lmao
for example this here all i did was change the 0.25 "remaining sky darkening" setting back to 100 percent
The hdris end up looking identical to the eye, and most of the pixel values aren't touched at all
but the artifacting stops:
direct ilumination still works?
yep
cool
implement the portal rtx convars
and this is nice too, cos i want an orange sky, so you can do all sorts of other image manipulations here to get the look you want
got any other contacts at facepunch who are willing to work on gmod?

"any other" like i knew someone willing to work on gmod in the first place lol
😭
for example i wanted more orange:
we can just do things ourselves if we have to
speaking of that im gonna try this now
lol
its been a while since i've touched the project to be fair you've been going nuts
btw slight mistake in this node setup, the color correction must go before the map value nodes
yeah, im burning out for sure though, the stuff that's left to fix is gonna be the hardest
though i have a few more ideas for optimizing the custom world renderer and view frustrum stuff. Mostly per-map settings or even framerate targets to automatically adjust settings to maintain performance
i really dont want to teach/make users adjust things just to get the game over 30fps
the big one is baking blended textures, I'll need to depend on render targets and those seem to be completely broken on 64-bit?
or even x32, i havent checked
its why skurttyskirt's pseudoplayer stuff is broken
just set textures that should blend to decal
yeah but then only one shows lol
ill check later, im not near my main pc atm
either way, it would be nice to blend those so it looks like rasterized
remix terrain blending is too slow
wtf
ok so
DoesBoxTouchAreaFrustum should call R_CullBoxSkipNear however it calls the same thing as ApplyFlashlightToLeaf which is supposed to be R_CullBox (not skip near)
were these functions merged in 64 bit gmod
thge answer is yes btw i dunnoi why i didnt think of this before it seems so obvious in hindsight lmao
I made the hdri sun green because reasons!

since they dont even exist in the mathlib header (commented out lol) and i cant use them if i uncomment them i'm gonna asume them is some new R_CullBoxFast or something
NO WONDER I COULDNT FIND IT
THAT MAKES SENSE DOESNT IT
@fringe ingot new 64 bit knowledge pinging you so that if you ever finish up your 64 bit patches you don't have to go on this goose chase i went on
lol
Wait so I don't understand then you said there was still culling? @subtle bison
with your patches only yes
the view frustrum addon fixes it but it has to be tweaked per map
good morning remixers
That's alot of ray tracing
does this include people with a 2050

i've been missing out on subsurface scattering omgggggg
what setting do y'all use? they're wayyyy too black at first glance, playing around with the settings 
good tidings scraaanch, top of the mornin to u 
fr my homie
can somebody help my dumbass getting the hdris to work
what has the water done now
why am i always the one who spongles thing up
idfk
i was on 32bit
does water not work on x64?
it seems to always be broken even with the mod to fix it
it works for me
it does not for me
you need the remix mod and the lua mod
i think skurttyskurts has both on his repo
ill try include them in mine next release
hey uh the toggle cursor and toggle game input dont work
there is no 64-bit bridge so i cant really fix that
bridge is designed to translate render calls into a 64-bit address space
in addition to the input stuff
dam so how about a mod for gmod to disable input
i dont have any plans to look into that
i use a r_drawvgui bind to toggle the game UI, so when its paused, i can open the remix menu and control it then
I'm pretty sure I have everything?
so the remix water replacements, and then the lua mod installed to GarrysMod/garrysmod/addons/remixbinary/lua/?
yep
hold on ill package both since i already have it on my x64 install
delete the old stuff and replace it with this
huh
this means the lua file isnt working
its not even supposed to be a water texture on the gmod side anymore
do you get any warnings or errors when loading the map?
nope, just opened it again after a restart
yes
glad it works 
you will find some materials that are definitely not water, replaced with water
guess it needed a minute to start up???
lol
something is off with the heuristics i used and i havent gotten around to fix it just yet
though it only seems to happen in a tiny few maps
I see
how does i fixes
read
ik its something with alpha blending right?
its because a couple of maps use blended textures, which works fine on rasterized, but remix cant handle textures like that very well
the issue gets amplified with the custom world renderer because i do not have any handling for it either
i have to find a way to bake textures somehow at runtime
i do not know if i will ever be able to fix it anytime soon
@keen rivet oh my god you were right
it actually works better with the custom world renderer too lmao
i marked both as decal
Told you
i gotta see gm_construct
ok it works but there is still some weird shit going on with the cwr
doesnt do it in every spot
@half viper try marking both textures as decal
i dont know why or how, but displacements are rendering on their own, this is even with my custom world renderer removed and world rendering disabled
@keen rivet
did you do any magic 
this is on gm_construct_rtx
nah this even happens on normal construct
what the fuck
what is rendering these displacements???
ok i think r_drawworld 0 doesnt control them?
even the hashes are stable wtf
behold
its so beautiful 🥹
im completely removing my displacement code
lol wtf
particle lights look so good
i think its safe to say the custom mesh renderer is perfect now
no more vertex explosions on maps with dense faces
i can now hide all the user UI stuff and force it on
very pretty map btw
@quiet scroll pls pbr this map ❤️
would be an amazing showcase for the HDRIs
Yeah that's because displacements are rendered in a different way than brushes. That's why CS:GO uses almost exclusively displacements on maps like de_dust2 for anything other than visibility because they are significantly more efficient to render than brushes
i dont think so lol
last i was fucking around with them i found r_drawworld was effecting them....
yeah i thought that was the case too
i think
but i guess not
good for me 
less pain and the rendering issues are instantly fixed
lol
gmod x64 getting so much closer to replacing x32 ❤️
I just gotta find a way to auto adjust the view frustrum lua code per map
not like a whitelist, but maybe based on framerate target?
i wonder if we use lua_openscript_cl can we load the binary module in multiplayer
one other concern is stopping the usage of the magic dlls
i guess we're gonna extract signatures and have the binary module handle it?
hopefully
it would also probably help diagnose the CEF issues
im still down to have patches exist too because the chromium bug would need to be patched at load which we cant do
do we know exactly what broke it?
it looks like whatever shader gmod uses to render it is broken
used to be able to fix it by deleting a specific dll i think
also blueamulet updated their patches btw see if that stop the CEF crash
does chromium work though?
CEF was working in menu yes
i think thats a materialsystem patch
so you can probably just only patch your materialsystem.dll then
was the patch causing the crash?
i dont think the patches themselves, its just not accounting for every division by zero
and i guess the signature doesnt match anything i put in for the VEH
i havent looked too hard into it
blueamulet said they'd try to reproduce it on their own time, so i sent them instructions but i havent heard from them in a week
for sure
how setup?
the first pinned message
thank :D
ill try looking into it over the weekend, if the VEH can handle it then our problems are solved

thank god the module loads before rendering
@quiet scroll you should probably add back the bridge.conf
@old minnow
copy this file here
replace the original if it exists
@old minnow btw with 289 addons, your x32 install is most likely not to run well lmao
or even load into a map
my main steam acc has 500 addons lmao i had to disable them all
why can i see my player model
its called a pseudoplayer, you're supposed to mark it in the toolkit as a playermodel texture so you have first person shadows
you can turn it off with rtx_pseudoplayer 0
i can stil see it
they have broken drawcalls, it cant really be fixed in remix or ingame
oh
though they're the only occurrence of that issue
why does flashlight just not work
its supposed to, but it bugs out on some maps
you're gonna see a lot of stuff not working
get used to it
@keen rivet so apparently my world disabling code that doesnt use r_drawworld does not work lmao. I tried a few other ways and nothing gets it to turn off
the good thing is, there is about no performance penalty leaving it on, and you cant even see it in normal rendering
only debug
so im gonna add a Capture Mode toggle that just toggles r_drawworld for clean captures
huh
now that we can run heavy maps with stupidly large chunk sizes, performanc has once again skyrocketed
x64
ill see if i can compare with x32
LMFAO
32-bit
🚀
that's so peak
mark it as decal in the runtime
pretty close to perfect
i just fixed that 
💀
^
truly winning
it'll be a bit till it reaches release
i still gotta fix some QoL stuff so it can be ready to replace x32
i think we're pretty much there in terms of parity
yeah, it's getting there
for adding the textures as a decal it still does a decent job even without the full fix
yeah it looks the same as normal gmod
good lord i love DLSS 4
DLSS balanced almost looks like native, plus no smearing
🤤
dlss 4 is out already?
oh sweet
i think we're still missing some features, so i'd wait for the portal rtx remix build to come out
I'll be looking for the update eventually
im hoping we get some source specific tweaks that improve gmod x64
they did in the past, but they quickly got outdated lol
i belive render targets worked which is a big one for us
] getpos
setpos 615.685974 -8902.639648 -951.000000;setang -13.529999 82.343994 0.000000
good lord its massive
64bits is much better
I feel like 32 bit might have crashed here?
I don't remember being able to have this much happening
x64 is much much better
so does this map not have a working skybox? its using the one from the last map
why is yours like that?
not sure
might be something on my end
im using my dev build
replacing it with a HDRI works fine enough
it takes a long time to enter in large maps
yeah not much i can do, its mostly because of the custom view frustrum and world renderer code
it has to build the meshes right after map load
maybe i can add some kind of file based caching
i agree
Thats always what i do first and that didnt work
weird, the bridge works for some people and breaks it for others 
Yeahh this one's on the whiteboard, really really pretty map 
preset J? I heard that's the one using the transformer model
that's insane
yeah it is, though there are some caveats, i had to turn down some settings for the frustrum culling modifier, so stuff culls pretty close to the player
Actually is DLSS 3.100 but yeah DLSS 4 gives me a clearer image than version 3.7.20
you can make it go further, but this map kills fps pretty hard going beyond 256
im still working on optimizing it if i can
but i think im near the limits of what render bounds can do
i got that premium source
how much fps on that spot?
23
im out of vram with DLSS 4 set to balanced and a HDRI
it probably runs fine with a nicer gpu lol
yeah but its worth it, it looks amazing
you would upgrade?
at least to a 4070/3080
yes, to a 5090, if i could afford it rn 🙂
nothing less
i need that 32gb vram for creative and ML stuff
the good thing with developing with a 2080 is that i can actually optimize stuff
im one of the lower end remix users here
tbh im totally fine with my 3080 for now, let see in some months ahead... when they release more stuff that consumes all my vram lol
really?
i'd like to think so
nobody have a 2000 series?
i dont see many 2050 or 2060 users here
ohh i see
@keen rivet not sure if you'd agree with this. But we should remove the engine and client patches for culling. Performance with just the lua scripts is much higher and there is still room for improvement
x32 and x64
this is on camp kairo which is one of the heavier maps
the perf difference could be within margin of error since the remix configs are different, not to mention the x32 build is the hl2 version and not modern
@quiet scroll I finally fixed the water addon, it wont tag random stuff as water anymore
here is the file
Cool
would look even better if you load the vanilla normal maps
there is no way to load them from the engine lol
at least dynamically
im not gonna go ingest them either
yeah i know
manually ingesting them would take a while
So this like, fixes Xeniths water mod?
its replacing all water bodies with a static texture the game doesnt use, so we only need one hash for water
i remember images from someone who loaded hl2 normal maps into remix
it also fixes broken drawcalls for ep2 water
So, if I were to set up gmod agin, where would I place this?
gonna assume this was like in 2023?
@near tartan
extract into GarrysMod
it has the addon and remix mod
Thanks 😊
this addon should work in HL2 ep2 base?
no, its gmod only
oh ok then
portal rtx era
this is an absolutely fresh gmod x64 install from 10 minutes ago
this is the state of the game with my newest changes
no changes to anything
extracted files, replaced things, opened it
😎
also removed engine patches for culling, we definitely dont need them
@keen rivet 🤭
is this with the new water addon?
yes
send the map name
i dont think thats something from remix or the compat mod
make sure you have the required content for the map
i think the map includes them
i get the checkerboard as well though
but it also shows in rasterized
so its not remix
fixed it
wow this is a pretty map
I'll try to find other maps
hopefully that should be it
who wants to test some rtx lights on x64?
im tired of dealing with source engine lights breaking for different reasons and im ready to completely get rid of them
how do I test?
place the contents into your GarrysMod folder
replace everything
you can spawn them here
i just want to see if i fixed game crashes
they dont happen to me at all so i cant reproduce
and I was crashes after that
after just one?
I just switch the windows to discord
oh alt tab crashes might be something else
are they stable as long as the game is focused?
ah the "flicker before death" crash
i had those a while ago but i never knew why they stopped for me
ill figure it out
ty
even on a clean build
this sucks 
@fallow mesa hey what if you spawn them as a smaller size?
copy these settings
🥹
I saw some boxes
yeah i need to fix the alpha
@fallow mesa try this dll
it goes into garrysmod\lua\bin
replace the old one and restart the game
when your game gets unstable, the state manager should remove the light instead of the game crashing
you should see it happening in the console
I'll be back for a try
I have to go to work😅
where is the 64 bit installer?
or does that even exist
i think i'm misremembering that existing lol
Are you sure??
yeah i mean if we can get better performance with the lua code but still prevent culling or at least make it work for RT, i dont see why we need to
I think making sure anything that uses cullbox is overwritten sounds like a good idea
go for it. we might still go with it if I cant figure out some of my existing issues
performance would definitely be more consistent with engine patches
not to mention MP working
@subtle bison is the 64 bit tutorial pinned i search a bit for it and i think it's not here?
does spawning multiple crash your game?
actually more than 1 might cause the state validator to remove them as i dont have handles fixed yet
patriotic screenshot
idk let me test
no but it did make the hdri not work anymore
and the editor doesn't open too
huh, those dont talk to each other
it shouldnt affect that at all
lemme see on my end
yeah still working for me
ohhh i thought you meant hdri editor lmao
nah i meant the rtx lights lol
huh you know what i actually put some five or six lights on gm_construct and it didn't crash but 2 on ttt_waterworld and it crashed immediately
this is so exciting i love the new hdri thing it looks soo good
does the material tool not work?
yeah i've seen that before, its something to do with the load on the d3d9 device
it did on x32, does it not on x64?
yeah i know in 32 bits it worked perfectly even with animated textures but on 64 bits it just doesn't seem to work
we might be missing some stuff then, you have rtx remix fixes install yeah?
x64 doesnt do anything different than x32 for materials, at least for the tool
maybe it has something to do with the custom renderer or is that only for the map?
are you trying to change materials for a prop?
i have it i think since i installed everything from the files or do i have to also install the workshop addon?
yeah the workshop addon is still needed
ohh
ok didn't know
i'll try it then
what do i do if the alt+x menu doesn't block game input?
the mouse keeps going to the center if i don't have it paused or in the spawnmenu
i bound r_drawvgui 1 and r_drawvgui 0 to two different keys
so i disable vgui, then pause
as far as i know, the bridge is responsible for blocking input, there is no bridge for x64 so we're on our own
its the same reason why the mouse cursor shows when moving the camera around
uhh is ray reconstruction on?
i get that if its off, but its fine with RR on
also do mind trying these changes?
extract the contents into GarrysMod replacing everything. try spawning multiple lights again and see if your game crashes
oh it's cause i was using TAA-U instead of dlss
and this uhh
ye i fixed it, its a bug with the custom world renderer




well then

