#Garry's Mod
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winxp lmao
just a theme 
thank god
mans over here coding on vs2005 sp1
apex-ahh movement
I'm still upset about EA canceling their star wars shooter
Gameplay will be in first-person and involve high mobility thanks to the return of the iconic jetpack we have seen sported by Boba and Jango Fett in the franchise. This will give players abilities like horizontal dashing, vertical jumping, and boost sliding.
what do i do if the ui is like this?
off topic?
i mean i'm no channel police but that really has nothing to do with anything?
i think it's an addon but the lua menu is so bad i can't see which addons are enabled or not
oh i can filter it
well
its just a meme bro๐
looks like the fnaf 3 ui
bruhh
the fnaf
sorry
i had this issue, you might've accidentally ingored a alpha texture for the UI
just use my rtx.conf
you might have to re-enable the post process stuff
yea its because i attached it to the player so it never culls
if you whisper gently to it, it'll go away
isn't it invisible tho? why does it cast shadows? did you make it alpha less or an invisible material
you can make it invisible but the process is not that fun
and i wouldnt be able to set it like that for everyone
you would basically hide the cube texture instance using the runtime
but you'd do it for every HDRI
so to do that, spawn a HDRI cube from the editors panel instead
Is there any write up on how to do DLSS4 with remix? I don't mind waiting for official release just curious as to how yall are doing it
I don't think anyone has dlss 4 here yet
we do
I've been running it since it came out yesterday
are you just swapping dlls or what
Yeah
copy/paste the .dll file from Cyberpunk
no need to download
Oh, I guess I missed the dlss 4 part lmao
I'll be honest I haven't noticed a difference in quality
although with ultra performance and frame gen on I can get like 200+ fps in this spot
I'm really about to regret refunding cypberpunk all that time ago huh
๐ฅน
where are the remix captures in the 64 bit version?
the same place
make sure u dont have any software that is messing up write persmissions or something
all the files inside the rtx-remix folder vanished
not i'm my recycle bin neither deleted by windows antivirus
you sure your drive isnt dying or something lmao
nothing gmod or remix would cause that
they work for me
?
i wouldnt even know where to start with stuff getting deleted
NOOO!!! i'm gonna have to reinstall everything ๐ญ
could it be that i only have 20 gb left?
idk
joever
HUGEEEEE, thanks CR! Do you have a kofi or sometin? 
aren't video games beautiful?
a paypal but i hardly use it lmao
imma dm u right quick 
lmao water tree
definitely a feature and not a bug ๐
actual fix is here
uh i do have that version
you're sure that isn't intentional?
i saw a water tree just yesterday at the park
didn't say it wasn't!
grrr i hate when mappers from more than 10 years ago don't predict that one day would exist a program that renders their map in rtx so that they could make it compatible with it!
this map has the same issue, seems to be a wood or alpha texture at the main pirate base, and as Cast_e mentioned the map is about 20 years old lol https://steamcommunity.com/sharedfiles/filedetails/?id=2887931771&searchtext=tropical
whats happening in the world of gmod rtx
Almost done with the mansion map 
gemmy
rp_icerailway 
swedish/norwegian short for functionalism
Map contains 1930s functionalism architecture. Too rich to be considered swedish, but possibly norwegian or danish
Ohhh that makes more sense, itโs a cooler map than I remember
Added a easter egg in dis one 
I โค๏ธ Scandinavia
and the way they paint houses weird colors
I haven't played Basalt but it looks like you'd be a fan!
gimme gimme
i wonder how trivial it would be to port this to source/remix
maybe import the map into blender, save it as a model, import into remix.
then using the same map in blender, reduce the poly count to make a collision mesh, and import that into source
someone did that here before
we'd also get the benefit of keeping the PBR materials ootb
thats how mafia works
yeah uhhh
It was originally for CSGO. Possibly if you used the original version
there are some differences iirc but many of the materials should be based on the same albedo maps
i think it wouldnt be too hard to use the cs2 version directly
sourceio has support for source 2 maps
Including the fancy water shaders? ๐ฅบ
The source 2 skybox system is p different, or am I mistaken?
Either way, it'd be interesting to see!
if it uses source 2 specific shaders for it, prob not, but it could be ported i guess
does the latestt remix version fix the menu problem in gmod rtx?
Not the latest remix release but the latest bridge fixed the errors yeah 
how do i make a perfect mirror now? it seems they changed something in the rendering cause 0 roughness + 1 metallic"ness" is not fully mirror like
@quiet scroll have you considered gmall yet? i wanna see the Black Factory part in remix so badddd
gmall would look soooo goood

Yeahh i did a test run last year of it but never finished it, i could def do it now 
I was too knew with the toolkit to do anything good last year lol
@keen rivet i have absolutely no idea what happened since the last time i tested this. But I tried fresh x64 install with blueamulets updated patches (excluding engine and client for culling). No crashes, and CEF works
๐
gmod theater rtx is now possible lmfao
im gonna make a quick new release for x64
Lol
Dude that emissive screen might look awesome
I didn't consider that
dw im fixing the white thing so fast
i gotta get this pushed
CEF menu is working perfectly fine too
Hell yea
peak
unreal could never
transparent tv ๐
electroluminescent quantum dots are real in gmod
How
@modern quest can you pin this, x64 is now in a good state to take over 32-bit
๐
we did it boys
with the release i just pushed
Cool, 64 bit only?
yep
Fuck ok
dw 64-bit is stable now โบ๏ธ
No it's just that I have to install 64 bit again and uninstall 32 bit
I don't have all the space in the world I'm a poor gal ๐
Lol
the addons are stored seperately so it doesnt take up much space
all of my addons are in the steam workshop folder
Are you going to hate me if I told you I have less than 4 gb free
im sure you can find something to delete
something other than that
btw if you're gonna install x64, run it once via steam before installing remix
shit i should put that in the instructions
This is your responsibility now
Pass i have nothing good to delete, ill just wait until I get more storage
But mostly wolfenstein games
ig I'm just old
Aren't we all ๐
please add a title to the message like skurtyy did
done
whats new bubba
mostly fixes for previous issues, i didnt bother with a changelog because i cant remember everything 
CEF works so you get working media player and menu
swag
we're on par with x32 if not a little better so its the 1st stable release
x128 when
hold on let me just pull out my semiconductor fab rq
im tryna figure out how to change call stacks
ion fuck with modding .exes and dlls
im scratching my head like a monkey

@keen rivet the material tool doesnt seem to work on x64
did your modifications rely on render targets?
oddly the submaterial tool works
@keen rivet another issue, since CEF being fixed, some maps have broken rendering
i think you fixed this a long time ago on x32?
its any map with a shader skybox
hmm its an addon on my end
disabling everything but the required works fine
this is gonna suck to track down lol
ok ive isolated it to a map addon of all things
didnt expect that
if its a material replacement, i'd have to isolate that and fix it

fucking found it
ofc its a map like this
its doing some dubious shit if its breaking others
ye its replacing materials and even has its own lua code
๐
gonna try to make a addon that prevents this
so it was modifying the skypaint texture which shader skybox maps use, all i gotta do is prevent addons from changing it and then this issue shouldnt happen again. ill push a hotfix as soon as i can
nvm that doesnt seem to work, ill just list it as an incompatible addon for rn
?
custom world rendering no more settings needed๐ฎ
loading into the big map is faster
idek if i actually did anything to fix that but hey if it does nice ๐
Yeah I had to fix it
The fixes are In the original repository
I'm not home right now so I can't tell you where exactly
shouldnt the workshop addon still work for x64?
What the
that's what we're currently using
it was a rouge addon, its fixed now
It'll conflict
I want to port everything to the new repo
But like better
wish we knew a way to fix render targets
i wonder if we'll have to use the new portal rtx remix build, it might work there
remix is causing the issue
They should work in new rtx remix versions
On GitHub
the RT cameras and 3d skyboxes work, but spawnlists, screenshots and other stuff dont
Oh those are cam3D stuff
oh
do we know why remix breaks them?
if you turn off raytracing in the remix menu, they seem to work
yea its been a long known issue
its really just that map too
i have no idea on earth what causes it lol
probably because its HDR only
oh its not
has the same issue as the one i had with earlier
ill investigate it later but its going on the incompatible list for now
Why is that?
for some reason the game shows a no steamuser error if its not launched the 1st time with steam
no idea why
Ahhh
you could launch it the 1st time with remix installed but its kinda buggy without the launch params
made a readme for remix fixes 2
its pretty much based off the latest release but it didnt make sense to dump all of that info there
should be a changelog instead lol
nipe
nipe
nope*

made a little bit of progress on it today 
very good yes... man... yes mr skurty...
its like me but im monitoring dxvk-remix instead gmod
real
goddamit lmao
did all the steps manually two days before the installer releases ๐ญ
i probably should change the name, its not really an installer
its just a drag-n-drop archive
A few python lines and it can be one
"a few" meaning the equivalent of all the harry potters + the bible
making one wouldnt be that difficult, but there really isnt a point in making one
what even happening fr rn
@fallow oxide strelok told me you want to restore the fixed function pipeline for garrys mod? We have most of it, but a couple of render features like some particle systems and NPC eye rendering are completely broken.
this is just in general when running the game with shader model 0, doesnt matter if remix is hooked or using dxlevel 95 for example
my goal was to decouple world and model rendering from those other systems so we could have the best of both worlds
remix can handle this with source engine games just fine
but im not much of a programmer so little progress has been made there
uhh the water fix didn't work on gm_poolrooms
what a coincidence I'm in poolrooms right now
it's blinking for a frame with the hash: 9348FF78D9BE2BC9
ill add it to the list
ill try to push an updated ver later today
can you also try on gm_wwhouse?
it's one of my favorite maps but the water never worked
for me
what makes this different from my archive
Buddy had to send the same file twice
thrice
Killed with bombs
you might wanna push the source out
sorry but im not touching that file ๐
then why not PR the bat
wdym
make a github pull request
alrighty
fork the repo, add the bat, get me or xenthio to merge it
but i gotta ask again, why an installer? is dragging-and-dropping something that difficult? I dont think anyone here has had issues with installation itself other than mistakes I've made pushing the archive
exactly, 32bit arguably needed an installer because of manual patches and whatnot
but you're right, better be prepared when people flock onto remix from hl2rtx and don't even know where their gmod install is
strelok brought in someone who works on gmod all of the time so both of our install guides might be outdated real soon
๐
yeah if they have the actual source for gmod, we most likely wont need lua workarounds or binary patches anymore
OMGGGGGG like a facepunch gmod dev guy? 
im a little sad, having worked weeks on it, but at the same time glad a better solution might be on the way
HUGEEEEEE
gmod source isn't available, sdk 2013 is
Your hard wok will not die unnoticed CR 
i dont think shaderapidx9 and others are available in the gmod source sdk
yet their rich presence shows it ๐๏ธ
if you have a rough estimate of what a binary should be you can "guess" what changes have been made
yeah its probably fixing up the FF renderer
okay i just made it so it dosent require a unziped folder anymore
chatgpt thank you
idk how to make shit unzip
uh
since when do 3d skyboxes work
there's z-fighting, the actual map can even be seen in the skybox but it's there
props can still be seen
ah that's weird
is this with 0.3?
yeah
turning remix capture on and off fixed it
ah
yeah toggling the cwr doesnt break the skybox for me
some weird z fighting with the ground though
yeah that's the 3d skybox
guess remix doesnt like it
since it's placed exactly where the map's ground is
lemme see if there is any runtime settings to fix it
It's not a remix thing, it would show up even in normal gmod but maybe it can be fixed
yea it can be fixed,i found it
definitely gonna vary by map, change reprojected sky scale to 17
its just one value above the default
yea some weird vertex stuff
it's exactly where I spawned
So going out of bounds causes vertex explosions, but when you come back into bounds it fixes itself and the weird pseudoplayer vertexes
just on that map?
Haven't tested any other maps
gm_construct_11 seems to be fine for me
also gm_okinawa still doesn't load ๐ญ
no crashes or anything it gets stuck on Loading world
Yeah that's me I'm yakuza3remastered
its something with the map
visual studio debug output
and it keeps repeating
could try extracting the gma and remove the problematic material
ah its baked
welp nvm lol
idk if decompiling it would even work
i dont think it pulls the materials with the file
i've only ever used bspsrc though
ill take a crack at it
bspsrc does extract baked materials
waterlod proxy is just empty ๐
im gonna override the vmt with lightmapped generic
ok so material override is not enough, i gotta build the decompiled map without the baked materials so it actually loads it
uh oh
changed view frustum to 4096
back to 256, ground explosions are gone but those concrete walls stay the same
cwr off fixed it
you are good at triggering vertex explosions 
did these happen on 0.2?
the only major change was using a newer patchset of blueamulet's patches
which allowed CEF to work
I did not test 0.2 that much but I didn't encounter any
holy blue
mat_fullbright being forced despite it being compiled for LDR, remix is struggling to find a camera which is why a lot of stuff is missing
lots of random vertex explosions
HDRI editor still works 
oh this map uses a shader skybox
thats why all of this is happening
ugh i wish there was a easy way to turn that off other than manipulating materials
I see it using something like a normal 2d skybox here?
Or maybe it's a dome on the 3d
it has skinned skybox textures in its material directory
got the camera fixed
might be able to salvage this map
still dont know why fullbright is being forced
its definitely compiler related
might be worth adding a seperate noCEF archive to fix the rendering issues
for those who dont care about workshop dupes or media players
hell
yea im probably gonna give up, i tried forcing LDR, and even optional HDR during compilation
mat_fullbright just gets forced anyway
gonnna try importing a CS2 map into gmod with remix 
super curious on how this is gonna turn out
how does one even achieve that
importing the map into blender with sourceio, export as one large USD scene with the materials.
make a low-poly version to import into source for the collision mesh
the hard part is gonna be somehow turning an entire map into a collison mesh, i have never done that stuff with source before
sauce
guess we'll see how it turns out
I mean as long as you can get it into blender you can import anything
yea i meant more like exporting for source
i havent done much model exporting for it before
only materials
I mean into remix via USD
yeah thats not hard
But yeah I would'nt know about making a collision mesh
anyone know if its possible to load two d3d9 filess
ik that sounds dumb
but just asking
depends on what both d3d9 files are
does one support hotloading another dll file?
the short answer is no for your original question unless one of them allows chain-loading dlls
i have zero clue for that
nvm the actual hard part is praying blender wont crash after loading all map entities at once
paint.net does a little trolling
UPDATED 29/4/24: guys please i genuinely have no idea how this video got so many views its literally a meme i stole off of discord stop subscribing to my youtube i literally only use this account to lurk
oh no yeah
ive tried before

especially deadlock crashes
i have 64 gb of ram, im gonna get some coffee and pray
nvm ur good
i am quickly running out of vram
but we're almost there
(i somehow flipped the camera while it was loading)
my pc is not happy
not sure why im missing some materials though
is this what i get for loading all of it at once?
๐ฅน
i was under the impression sourceio was complete in that area
๐ญ
oh
guess ill try a WIP USD export anyway just to see how remix handles some of it
wich gpu u have?
you might be the first person ive seen using blender4artists
just trying it out lol
i've used normal blender for eons
definitely like the new coat of paint
3060 12gb
surprised these particles work
it's very faint but lights do show up just like the mwii rpg
lol it worked
i might need to use the nvidia blender, the USD export did not get the textures
battlefield 9 leak!!
do the pbr for gmod.exe from 32 bits work in 64 bits?
fortnite
omg that's messing with my brain, where does the map stop and the skyline start lmaoooo
it's all hdri
there we go
this will be csgo in 2013
2014....
even better
once we get all of the native transformer stuff in remix, stuff is gonna look so good

was dat
february cant come sooner enough
I thought the stars were flickering but that's just dlss ๐
new dlls?
yea we already have the DLSS 4 dlls from cp2077 working in remix, but not all of the features are there
DLSS DLLs
portal rtx's upcoming update should bring everything over
nah im just asking if he is using them in general
hana is yes
sonic adventure has less motion blur
I'll rematch heat this way
the DLSS DLLs are on my SSD lmao
sensible redecorations 
gmod maps will have really fancy tables and chairs, and then throw in a foldable table cuz that's all they have 
kinda hurts my brain ๐
Ehhhh what do y'all think, does this look fancy bathroom-y? (ignore the lighting I haven't touched it yet)
Yeah it does
i wanna ask do u know when this mod is planned on releasing?
Another day, another person asking Hana if the mod will be released
Never going to release I've decided
Sry, I donโt go on here that often and I just wanted to ask
Hope I wasnโt bugging at all
can anyone else try this?
https://steamcommunity.com/sharedfiles/filedetails/?id=3334367687
it seems to actually boost performance quite a bit without breaking rendering
at least in large maps
it also uses niknaks which is a plus
nvm it seems to cause some maps to crash
yep its still working fine on my end
there will never be a gmod fps booster that doesnt shit your graphics and make it look like xbox hl2

this addon actually doesnt do anything like that
it actually modifies a lot of systems in the engine to be faster
theres no way
i also got it working
i had to disable two settings
the hard part is getting into a map to disable them lol
billions must have 200+ fps constantly
all of the ones i unchecked are the ones that crash the game
but yeah a lot of cpu heavy maps run better
This isn't for rendering but this is also nice;
i imagine it conflcits with lithium but ill give it a try
Very likely it conflicts with the hook module
Although it may be better than it since its dedicated
i wonder if i can get away with turning it off and see if they work together
Yeah exactly
dear lord
gmod tower christmas lobby
one of the heaviest maps
running above 60fps
im pretty sure im gpu bound
like i said, its peak
it definitely works
Niice
idk about all but a lot of slow ones
the view frustrum one gets really heavy when you start increasing render bounds
ill try going from 256 to 1024 on both settings
That video is old but it give you an idea how much faster it is
gg
obviously we're still losing performance, but less is being culled
so it makes sense
but it looks like a lot of the overhead is gone

Is that exclusively due to the hook library or is it both Lithium and the hook library together?
together, the external hook library gave a little boost above lithium's own
lithium is doing some stuff to the PVS to prevent rendering things behind walls which also helps a lot
but i think the majority of the weight came from my hooks
smaller maps have no penalty wow lol
oops wrong pic
i can finally lock these settings and not expose them to the user
๐ฅ
Hell yeah
ill definitely make a 0.4 release with these addoms, ill have to make a config.vdf with the right settings so lithium and the external hook wont clash for new users
ok so nvm
some maps still run at like 6fps with those settings lmfao
i need to add some kind of heuristics to the view frustrum addon to automatically set the values for a good balance of culling and performance
Does it actually work compared to other fps boost addons that either do nothing or just enable multi core rendering?
If you read the description it does a lot more than those
It comes with these options as well in-game
For 32bit right?
Ah ok
Shame cause I really wanna use the 32x mod but I donโt wanna go through a weird installer, do you know if theyโll make a version where you can install it manually?
Ik itโs like a 10% chance the person who made it had it be a virus but the option for a manual install would be great donโt u think?
the installer is a glorified archive, just extract it with a tool like 7zip
also the installer itself is open source
skurty uses a base archive just like me
Ah ok ty
From what I understand 64x is alot more unstable compared to 32x with remix
x64 is more stable than x32 now
Oh really? Even with remix
yeah
we still have the same rendering issues that comes with FF in source but performance and stability are definitely higher on x64
if you want to try it, check the pinned messages
the more testing the better for me 
dw already have installed, just thought it was worth it to switch to 32x
ty so much for letting me know
still remember that one video from late december 2022 when people just started using remix in gmod
wow, gm_construct_remastered actually looking good now ๐คค
looks like photo realistic
I need that transformer model to come out rn omg
I canโt wait
Shame how much dlss blurs the Image, hope transformer negates that a little
you don't have Cyberpunk 2077?
you can download it as well
I think u should word cyberpunk a different way
Also Iโm waiting for rtx remix to get official implementation through portal rtx since I think itโd be more complete and better fine tuned for it
Alright chat its 64 bit time
Oi
@subtle bison I put my aura mod into gmod and I think I broke it
or maybe I didnt install right cuz its still not fixzed for me ig?
try restarting your game
something broke the render target
also ngl i should remove render targets and make the HDRI editor use normal source .vtf files ๐
this shit is getting on my nerves, i already precompute the images so there is no need for it
was working fine and now it does this, maybe im looking in the wrong places but i cant find a fix
re installed it several times too
maybe small brain moment but idk
@lyric surge
thanks but didnt work?
shouldve clarified sorry
i can launch the game
but whenever i try playing a map
it'll say ready to play
then boom
ye that file is supposed to fix it
weird
try the x64 version, it doesnt rely on bridge
maybe i just need to reinstall gmod itself
the guide is pinned, make sure u use a clean gmod install
alright cool
make sure u launch the new gmod install once before installing the mod
weird how it decided to just not work one day
gmod has some weird drm
if you installed it to the defaut gmod location, steam will update it and break it
in common?
its recommended to rename the gmod folder to something like GarrysModRTX so it doesnt update it
ye
yea then the bridge was acting up ig
im excited to upgrade soon though cause
i have to run this at low
on my ancient 2060
i have a 2080 so im not too far off lol
the perks of developing this mod on it is that i can make sure a lot of stuff is optimized
i kinda turn the dlss or whatever its called up and go on high just to kind of have the experience of what most people see
even though its like a
fever dream
thats cool
ngl 2060 from how long ive had it has done me well
either that or people are good at optmizing
or both
ok no more render targets, this will fix your issues too @fallow mesa
i have to manually update all of the hashes though so its gonna be a bit until i push a new ver
i assume id look up like an rtx remix guide for doing pbr stuff
yea
i can do my custom textures right
yeah textures are fine
ive got some pbr materials ive made beforehand
nothing source engine specific other than replacing models, its very dicy
skinned meshes have unstable hashes so you wont be able to replace them in the toolkit
you should be able to get away with replacing them in the engine itself of course
yeah ill have to read / watch a few guides on it
nvm this doesnt work
for whatever reason the model hash changes between game sessions so uhh yea ๐ฅน
render targets it is
maybe i can find some way to make them more stable for other users
what map is this btw
yay
instead of it needing the .zip the installer just downloads the lastest from github

a random cinema map
i spawned a custom sized media player
the actual gamemode prob works fine
I see
you should add the .bat to the github
only if you wanna
since it just uses the github now
60 fps hdri is crazy
also how did you get them to raytrace? anything specific?
nothing, they just work
btw u can hide the plastic wall by using the color tool with a alpha of zero
just shoot the back of it
1, there is a screen behind it from the base map
its not in the same scale unfortunetally
ok chat
That's actually one of the coolest thing's I've ever seen in Remix lmaoooo
Is the map like Gm_theater or something? 
Gm_modern theater
POV you have a mini LED backlit TV
Do you know if this still happening btw?
never got a reply so no idea
Damn ight
if nothing comes of it ill try to tackle it myself
though its gonna have to be through custom made systems most likely
eye rendering is something i really want to get working
You mean something built without GLua?
(Before mods freak out, this a public ytb video) i found a better theater "gm_theater" @quiet scroll
ideally as much lua as possible since im more familar there. But most likely its gonna be through the binary module with some lua interfaces
Galleh why does discord bake the video sm
looks fine to me
Looks baked to me
xoxor4d seems like he's either done or taking a long break so I guess no mutiplayer for a long time
not that I don't appreciate your work ofc
I mean if you host or the server host has the mods I'd imagine it does. I haven't even tested x64 yet lol
But ofc none of your Lua stuff will work on most servers
oh you're talking about gmod
Yeah
Not really
uhh it can probably work, someone mentioned there is a console command to force load the module and client lua files
i dont change anything on the server end
That'd be nice, I guess we'll see when and how that's implemented then
It's all kinds of fucked with portals not working and the playermodel rendering in the camera view
He worked on it a tiny bit
But also you can't have more then a couple sets of portals before shit starts to break iirc
ngl that sounds like a pain to fix
imagne the engine load with more than 2 portals
without culling especially
ouch
Yeah a lot had to be done in Remix itself because it has portal limitations
Honestly it wasn't bad in the Mutiplayer Mod and we had like 10 - 20 sets at once in maps like finale1
but thats without remix right? 
i meant like the engine load with the tweaks xoxor4d has done
i think even on my 2080, portal 2 rtx is mostly cpu bound for me
True I forgot how much backface culling and frustrum culling help ig
yea
ughh why does sorce have to sorce
im surprised we get good performance with all of the lua chicanery we do on x64
Well it's a lot better with the perf addons now
engine culling and stuff is still there but just covered up with the custom world rendering and stuff 
frustrum culling is still the biggest hitter but i have some ideas to get performance back other than auto adjusting variables
just gotta be more selective about what needs to be rendered around the player
maybe the larger the bounding box of a static prop, the larger render bounds
like trees and stuff
since they cast longer shadows
Yeah but depending on where the object is even if it's a bit smaller and directly behind you it can still cast shadows into the viewable area depending on where it is in relation to other light sources. It will be a balance I guess
yeah, the heuristics is gonna be the "fun" part
but im excited to try stuff out
i wanted to go back to the idea of using the existing engine PVS to compute what's visible around the player, but it was expensive in lua so i had to remove it
Maybe it's more feasible now with the optimized hooks?
maybe, we still need to be more careful about setting the render bounds per object
small stuff shouldnt have massive render bounds, otherwise we're wasting performance for stuff we probably cant see
the rtx light updaters are the worst offenders for some reason, but the API lights are so unstable i'm willing to figure something else out
Didn't you say at some point if it were possible rendering all everything exclusively in FF and doing hardware skinning stead of software would bring some pretty large perf improvements?
i might've said some of those things. Early on in the binary module, i sorta got a FF renderer working, at least enough for remix to grab the camera
while entirely still in SM3 and dx95
but model transforms were completely broken and i couldnt figure it out at the time
i would have to pull a xoxor4d to make a fully fledged system
im not that skilled at doing that stuff so im holding off on it still 
Alright well thanks for the info, I may have a solution to that in the coming months but don't count on it lol
Do you know anyone who could other than xoxor4d?
And no one else but those two that you know of?
nah, best to ask xenthio for other people
Alright modular
Oh yeah Mee probably could although I don't think I've ever seen him go as far as modifying the actual game .dlls
the straightfoward approach would be figuring out what the prelude rtx team did for materialsystem/shaderapidx9 to fix the eyes and shader particle systems. im not sure how much of that can be done via IDA/ghidra, but blueamulet and i think another person figured out most if not all patches we have so far
found it lol
so cursed
Yeah I remember when you were doing this lol
If you turn off RT mode in Remix in Portal 2 RTX you can see similar shit happening
I think it's something to do with batched rendering
But don't quote me on that lol
That's also what's causing all the hashes to be fucked as well I think
if i knew where/how to find the signatures that are responsible for dxlevel control, i'd decouple model and world rendering to FF and keep the rest of the systems shader based, but that sounds insanely difficult.
it'd be much faster than trying to make a FF renderer from scratch, but im pretty sure the long-term solution would be that
idfk
FF renderer from scratch sounds like it's ready to get fucked every time Rubat does any changes to the way rendering works but yeah I agree ideally we'd have FF
the other way is have xoxor4d find the offsets for gmod x64 for his p2-rtx mod lol
im not sure how much is different from the p2 engine to modified SDK 2013 but i imagine it wouldnt be much to fixup on his end
When HL2 RTX comes out we could also compare that to SDK Base 2013
I imagine it will be more optimized in some ways
yeah, though if its 32-bit we'll still have difficulties porting to x64
That's either way though
mostly due to compiler differences, as tf2 x64 has way more in common with 32-bit sdk 2013 than x64 gmod for whatever reason
at least for me when looking at functions side-by-side in IDA
That's Facepunch for you lol
idk if they're trying obfuscate or they just use a modern toolchain
Either way it makes me wanna do a flip
I feel like it's both
trust me if we easily had patches for x64 i wouldnt be going through this LUA nightmare
i have a "specific" build of source that i've compiled with vs2022 that still matches tf2 x64 quite well
cough
so im leaning more towards obfuscation
Do you mean leaning?
np
Exactly although I may be able to get someone to do that within the next couple months we'll see though
I've been closely watching both you and xoxor4d to see exactly what we need any why for if and when the time comes
i think it would hurt s&box sales quite a bit if gmod just magically got a render engine makeover and all of the benefits of being x64

That would be really funny honestly
good point, the idea was to make a low-poly version of the map as a collision mesh to be imported into source
could split it up into multiple chunks
or even specific props
would take longer but definitely be more authentic
i think you mentioned the CSGO version of the map im messing with exists?
that would be the easy way out, but ngl i did want to try it from scratch
Maybe split the collision mesh up into all 7 or so material sounds so you reduce draw calls
Yeah there is a CS:GO version
If only SIN's muti material system was merged
In SIN Episodes 1 you were able to have more than a single material on a model, so for example when you shot someone's metal faceplate it would spark like metal but when you shot their body it would bleed
Even though it was all the same model
wtf
that sounds awesome
well as long as it had the tools on the artist/dev side to make it easy to add
Then you could just have the entire collision mesh be one model and not have to split it up for each material type
Yeah idk how that worked
in my head, it would kinda be like weight painting, you paint a color that corresponds with a material type
and you would end up with a texture/uv map that definites the material of that part of the model
so red = body
blue = metal
green = dirt
etc
Yeah that's kinda what I imagined aswell
And then in the QC you'd define them or something
yea
wonder if that's possible to add into gmod ๐๏ธ
i need to stop coming up with new stuff to add and finish fixing shit lmfao
that's ADHD for you
It seems like it is but a pain in the ass, there are some addons that claim to do it but don't work with say jumping for example or the material getting shot at
Well actually that's for being able to have the props material as a whole changed on the fly
Ignore my forgetfulness lol
I have the opposite problem lmao
all good, i forget a lot all of the time 
thx
I'll wait for the update ๐
does the remix api allow for assigning textures

somewhere in an addon allow including the texture maps remix has
if you have the awesomer x64 remix stuff then if those textures are present assign them to the material when the addon's loaded
(or whenever's possible)

I just had a mini stroke lmaoooo

the cloning machine is working
good morning scraaanch 
evil morning
make it un-evil
good will always triumph over evil ahh reply
yea i thought about adding this
just wonder if its even possible to publish remix stuff to the workshop tho
people upload VMFs as VMTs or PNGs, just a matter of renaming the file
I think the problem would be how would you go about interacting with the .gma
you can store arbitrary data in an addon right
i see that you are using correctly the transformer model
why is there always halos around shadows
what do you mean?
there are no halos at all
but shadows have this weird smudgy look
im not talking about shadow diffusion
im talking about how sun shadows look like they have a gaussian blur filtered overlayed wherever theyre cast
that looks better
these are what im talking about tho
weird dark spots near shadows that look like a gaussian blur overlay
thats the best way i can describe them
I think it's gonna be a ambient occlusion
ambient occlusion cast from the atmosphere isnt that directional
plus as you can see in the 2nd screenshot its not occluding blue light therefore it cant be from the atmostphere
can you send the config file if that's possible?
it'll be included in the next release
its most likely from the amount of denoising from RR and DLSS
remix's path tracer is a little biased so its not gonna look as clean as blender cycles for example
@loud mural I've updated the issue list with some more things i remembered, let me know if im missing anything
https://github.com/Xenthio/gmod-rtx-fixes-2/blob/main/README.md#known-issues-and-stuff-that-doesnt-work
Contribute to Xenthio/gmod-rtx-fixes-2 development by creating an account on GitHub.
@subtle bison how well does tacrp weapons work?
arc9 
mwb is definitely precaching textures
yeah left a note on the github page about it
i was wondering why my vram was almost out when loading into a map
Model replacement doesn't work due to unstable hashes
iirc a good bit of models can be replaced, just not ones with skinned meshes
unless our x64 stuff broke it entirely
๐
but it for sure worked for x32
What would count as models with skinned meshes?

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