#Garry's Mod
1 messages Β· Page 46 of 1

I am planning on saving some money for a CPU upgrade since I only got my GPU from a sale on shopee I think?
i wish you good luck
im still suprised you got 60 fps tho
considering how weak your cpu is
well it kinda depends on the map I'm on I guess?
Unstable hash maybe?
Maybe itβs smth to do with addons enabled?
hmm maybe its trying to blend two textures together
set both to decal textures and see if they merge cleanly
I've never seen that before though
do this ^
like it's going to be the same textures
I'll give it a try
oh I'm trun off view frustrum
and it's normal
I solved it. It's because I've set the render bounds size too low
256 should work fine, what did you set it to?
5500
rip fps
I set it up for 5500 because some of the maps did not display props
not bad π
huh??
props stop showing up?
something is broken
π
yes
im gonna have to look at that when i can

how did u get sunlight working?
ah ok ty
ye, we're forcing visibility for static props, the higher the value, the more gets rendered around you
still weird static/physics props are being culled in front of you
that is not supposed to be happening lmao
ill look into it
so I had to fix it by setting it up until everything was fully displayed
what does that mean
I fixed it this way
ye but it shouldnt be happening at 256
at first I thought it was normal
im working on refactoring the view frustrum addon to be entirely dynamic so there wont be any settings to change anymore
It's a good idea because it's easy on the user
yeah i never intended to keep the settings exposed to the user
the ideal place is for everything to work ootb
I feel like there should still be an option to manually change it
sure i can still add that as some kind of override
ye ye
maybe instead of ingame add it as a file so it doesn't cram the options tab
or just put everything into a single category?
i can keep it as a cvar, but i dont think they take that much space in the options menu. I might integrate all of them in one menu at one point
I was thinking we should have a first time boot thing with a guide on how to fix detail textures and mirrors, water fix, $color2 vmt editing and all that stuff, maybe bind it automatically so you can pull it up ingame at any time
People tend to not read READMEs so we should just shove it in their face at first launch
ill make it a one-time pop-up. maybe put in a Acknowledge button thats hard to find unless you read the instructions 
bruh
the HDRIs even work on linux/AMD (PS5 APU)
do i really need to reimplement the whole thing if it works on unsupported hardware and a unsupported OS?
im convinced its a setup issue at this point

it was because i wasnt keeping the original render bounds for untouched meshes
ill have this fixed soon
I'm surprised HDRI works
it confirms for me whatever's breaking it for you and burrito is something out of my control
i might still keep working on the reimplementation with the custom rendering and stuff, but i dont know if it's worth the payoff at this point lol
maybe someone can weigh this on me differently
idfk
@fallow mesa you dont have to do this but, if you have a spare pc, try doing a clean install of windows. Only install steam and garrysmod rtx, no other software
see if its still broken for you
if it ends up working, note any software you install after the fact, it would help a lot if I knew what the cause was lmao
I'll try to reinstall windows later
any ways to fix water?
water looks fine? lol
lmao
it's noisy and different from other screenshots/videos i saw
For example
(and mine)
you have the same water as everyone else, the noise is just from the denoiser
its not a gmod issue
what about this video?
x32
the noise could be coming from the HDRI
the emissions are pretty expensive and remix's denoiser probably doesnt like it
you should probably switch
Noise is even without HDRI
x64 works fine with RTX?
yea but it took a bit to get there
it works fine and soon it will be much better than 32
well i assume it's soon
what are we missing that x32 has?
no i said it will be much better than 32 bits soon
when you release the lithium stuff
its already out
bruh
i think i need to check here more regularly then loll
hopefully the 0.4 release will add some more perf and polish
im still working on some stuff but it should be good
what is CEF?
chrome embedded framework
gmod uses it for its GUI
it was broken before
but it works now
so you can use media players and stuff
ah so i can download the with CEF and there won't be any issues right?
CEF has some issues with some maps, its something with the binary patch, if you dont want to deal with those bugs i recommend sticking to noCEF
blueamulet would have to investigate it, im not much of a reverse engineer
issues like making the map rasterized inside and on the void path traced?
cause i was having that issue with a map earlier
yeah
yea noCEF will fix it
atleast i think
but you lose the normal gmod ui so expect some missing features
noCEF is the lua menu?
nah its literally just downgraded engine patches
that's why its a seperate download
oh ok i don't think i need to use media player anyway
i thought i would have to go back to the lua menu tho
yea
nah its the same
and the waterfix?
havent gotten to it
definitely a goal for 0.4
send me the map names that are broken so i can fix them
also screenshots
if you can, make a issue on the github page
Does GmodRTX has smth like Memory leak? Because every time i switch DLSS mode or graphics settings im getting less FPS until i restart the game
it will be easier to track for me
iirc thats normal for remix in general
but addons like ARC9 and other weapons precache a lot of textures which eat vram
honestly just don't mess around too much lmao
i used to mess with the settings a lot but one day it crashed my computer cause it was using all the vram in my 12gb 3060
can you replace or even add more hdri's to the mod?
im working on a side-project that will let you replace them
its gonna be a seperate app tho
but adding would only be with the toolkit right?
nah you can change them without the toolkit
its the actual manual conversion process which is a pain
And another question. Is it possible to switch DLSS Override to transformer? is it worth it?
or only via DLSS Swapper?
do i include workshop links?
that would help yea
#offtopic-game-discussion message
gmod x64 has its own quirks
so i would recommend the nvidia app if possible
i havent tried it but i assume it works and its far easier than kim's method
I tried it and it'll just reset back to "Support not detected" after a second or two
so I don't think it works
does this for every change
CR... whats happening in the world of rtx remix
i've just noticed it
i've used DLSS Swapper before for 32bit
i've didnt noticed anything in GMOD
but in Witcher 3 i've got better quality without performance loss
hm
for some reason this setting doesn't work
and my camera still moving with coursor over Remix menu
64 bit?
Yes.
It's normal for 64 bits because it doesn't use the bridge
I have to press ESC every time to control it
a known issue, we dont have engine patches to disable culling completely so im still improvising on a way to fix it
other than modifying render bounds

π
well goodbye render bounds
EFL_FORCE_CHECK_TRANSMIT this engine flag bypasses PVS culling
this is WAY more efficient
too much foliage β οΈ
funny that we have to use the β οΈ instead of the π because π changed meaning completely
at least i do
its completely accessable in lua
im so glad to get rid of render bounds shit
fuck
im so happy rn
is that better fps than before?
its about the same as render bounds but its much more consistent
release 
and scales correctly on bigger maps
ok nvm
this doesnt work
it was placebo
π

did you fix it?
weird
i've reached the conclusion that statically setting the bounds for everything without anything else is the fastest method
fps gets a bit low (around x32 perf) on large maps
but hey everything renders correctly
@subtle bison rubat is updating gmod
is this a warning
the hostage situation: I'M GOING TO UPDATE GMOD SOON
@modern quest am i allowed to post invites?
why is that a problem though
Hashes....
yup
god please not again
my shayla 
Oh didn't Sterlock say he got someone from facepunch in here to possibly work on FF for gmod rtx?
Have we heard anything on that lately
nah heard nothing
btw i built a replacement for light updaters π
it integrates with the view frustrum code so they play nice now
the sun actually renders everywhere just like x32
i should probably start porting over the rtx remix fixes workshop stuff to our addons folder and remove the workshop addon
aww yea stupid stable
its a also a lot simpler than the rtx light updaters so there is no overhead
also no need to adjust anything
we are so back chat 
cs_militia finally rendering correctly
used to have issues with geometry and lights
this map heavily uses displacements so those still cull unfortunately
it can be fixed but its gonna be a bit annoying lol
remix pls π₯Ή
I saw the video that was freezing
?
Unfortunately not
ohhh that explains why i can't watch your videos half the time
i use vesktop and it won't play your videos either
hu im using vesktop and they play fine
uhhh i blame linux then
(even though i should in fact be able to decode h265 i am pretty sure i can straight up encode it)
prob a bug on electron
i hate electron i hate electron i hate electron i hate electron i hate electron i hate electron
Lighting outside is so freaking photorealistic, its pretty much notsohigh-res textures that breaks illusion
yoo, someone who knows the tools should try this map https://steamcommunity.com/sharedfiles/filedetails/?id=3417387329
crazy vibes potential
I 10000000000% am doing this map next holy shit
a good mall map 
ok so instead of removing xenthios already good light updating solution, i refactored it a bunch and integrated my light changes. Soon we wont need the workshop version of rtx remix fixes anymore
i live somewhat nearby this mall
this is gonna be insane
π»
its a little outdated but uhh ποΈ https://github.com/2010kohtep/StdPatch
someone raised the vert limit to something stupid high
oh this is for studiomdl
it prob doesnt work on the basegame?
lowkeyyyy... i only know that mall from the oldest view
and that it's real ofc
It's almost like the rolling giant is in that map as a prop
what are your changes specifically?
each light updater has its own id and type now
i needed a way to identify a rtx_lightupdater attached to a light_enviornment so i could modify the render bounds for it
to prevent the sun from ever culling
its much faster than modifying the render bounds for all light updaters
cant you just create a directional light using the api?
no because its stupid unstable rn lol
i have a race condition somewhere and i haven't been able to find it
ill fix it eventually but i think it would take more time than fixing other stuff in the lua realm
remix api light log
yea i always get those before a crash. the issue is that either the module or lua addon fall out of sync with each other
sometimes those errors dont show up and everything works fine for that game session
visual studio debugging hasnt gotten me anywhere as the crash is happening on the engine and not the module
oh I almost forgot to install windows
im going to bed, lmk how it goes
Don't you have to spawn in the skybox first?
try enabling noclip and go up into the sky a little bit, sometimes the height i'm at in the map spawns/despawns the skybox
rats π¦
let it go π
should I try to increase it?
uhm what the hell
It's on quality but it's upscaling like performance?
yeah it ain't much better on quality
is it transformer model?
whatever, pistol pack and blueprints coming
It was, but on dlss performance
Which for some reason was being enforced
This is cnn quality
I tried 8GB still same error, am I screwed?
You sure you got your metal maps correct?
They look plastic
my metallic maps have always been binary, 0 or 1
but you're right, I've noticed it too, some things do look metallic while some (like that plastic looking m19) don't
why
incorrect
The coat of grime/rust on top of a metallic surface requires a non binary value to look right
Not to mention that there are metal values in the textures and you can just import them
Like in mine
Ignore the broken normal maps lol
Reminder that I port 1:1 spec/gloss to metal/rough
No touchups unless necessary
So maybe I do need to touch it up...
I remember doing the deagle with the phong vtf (!!!!) but it looked very metallic
maybe actually using $color2 will improve some things
The metal maps are right there in the textures
I know!!!!
Then import them in remix!!!!!
Are you blind
So why do they look like p[lastic????
uh
interesting
What about the deagle?
Different models but
That still ain't right
Might be the same model with different grip
idk
this is beyond me
I guess it's more subtle on mine since you probably have a less rough texture
No, reoughness shouldn't make a difference on how light is reflected
I suppose
The roughness map is set to the wrong color space
Gamma issue
whatever it is. I forget
And I'm guessing when ingesting, you select the correct texture type?
It does. For me the roughness maps were suuuuper shiny
Like chrome
Found a cleaner screenshot real quick
Think I might have found your problem
It does make a difference. A big one. This is the roughness map. Not the metal. Normals disconnected because reason
how did you get DLAA working? on the nvidia app it just keeps going back to no support detected
by selecting full res
wdym?
ooh i think i should have updated remix before saying anything lol oops
This setting has been in remix for over an year
oh
Probably since launch, but I can't bo so sure
Here's what I'm doing
Nothing
I'm converting the textures as they are intended to be
And importing them in toolkit
Whatever you're doing makes the guns look like plastic toys
cs and nog
separated via gameimageutil, glossiness map inverted
ingested
placed
Nothing else to it
goofy
i think im also gonna try a windows reinstall at this point lol
what specific windows 11 build is it?
hiding the render bounds settings by default now
oops uploaded the pic twice
these defaults seem to be good to me, all lights are stable
distant static models will cull but i havent ran into many maps that do this
brazilians!!! π§π·
this map is like smaller
so it runs 60 fps constantly
still pretty big
voidplaces is a easy way to kill fps π
its the reason why i reverted statically setting render bounds
we now handle displacements with the custom world renderer, they're a bit buggy so i've scaled them down and used a random dev texture so I can make them a shadow mask in remix.
It works pretty well in maps that use a lot of displacements like caves
they have to sit below engine displacements as we cant turn those off
What am I looking for?
the lack of light leaking
24h2
the sun... is...
@willow fog are u also on 24h2
i verified the HDRI addon works on a fucking PS5 running linux
probably
winver pls
gaming rn
I did everything in the tutorial but when I load into any map it fully functions for 1 second before it starts eternally stuttering and then freezes
x64 or x32
x32
sure
It works but my mouse kinda flashes
also did you find a fix to explosions crashing the game?
ye they dont crash on x64, but a lot of particles dont render
its a known bug with remix, the bridge handles input for remix normally, but it doesnt exist for x64 lol
i got used it to it pretty quickly, though i might have to start looking at making a custom remix build
okay
if you wanna look at all of the current issues, they're in that readme
Also how can I use octotex?
octotex has been dead for a long while, i got no idea
So is there an alternative?
alr, how can I get the textures from the game though?
NVIDIA RTX Remix is a powerful tool that enables modders to remaster classic games with high quality PBR Assets, full ray tracing (path tracing), and NVIDIA technologies like DLSS and Reflex. This video gives you a crash course on RTX Remix, and serves as an introduction on using the Toolkitβexcept instead of modding a real game, you will mod a ...
if you're going to make a game capture
enable this option in-game
What's Changed
Merge the Workshop version of RTX Remix Fixes
Modify rtx_lightupdatermanager to identify light updaters by id and type (allows ovf to prevent culling of the sun)
Hide user-facin...
new ver out
Nice work CR!
I think I'll archive my 32bit version and recommend they go to your 64bit as it's much more stable/doesn't require the bridge lol. I'll keep it up to date, but as it looks going 64bit is a no brainer haha
for sure, maybe skurtyyskirts can cook up something π₯

LOL lemme see if I can find a pretty screenshot of construct, that's a good general map π
rats i cleared my construct screnshots, but this one's pretty pretty 
Alr I got an usda with some pbr textures how can I import it into the game?
the remix tutorial video i linked should show you
wow first x64 crash from the engine
though the map i was playing on was kinda pushing source a bit hard lol
looks super pretty in remix though
Titanfall 2

(heavily modified)
why 0.4 low fps?
wdym, it should be faster than 0.3.1
yes
i think its just the map lol
looking in that exact same spot is where the whole map is rendering at once
i dont think i can do much to optimize large open ones like this lol
I'm just surprised because 0.3 fps is higher
in that exact same spot?
hmmm
it could be because we're rendering the sun now
also we're rendering displacements twice now to fix culling issues
oh yeah i assume infmap based things still don't work with x64
idk i was surprised too lmao
huh
neat
gta vice city map
but the overall rendering improved in 0.4
culling is a bit strange, also props dont render
there is some kind of render order issue
would not surprise me
i watched the devlog videos like a year ago i definitely know and remember how it works

i think its a little more broken since the last time i checked
im gonna blame all of the lua shit we're doing but eh its a miracle it works at all
game is PISSED
good thing it does not in fact, crash
π€
game did not crash a whole x1774 times
also i'm curious, how does portal rtx handle portals
does it like throw rays through the portal and out where it's supposed to or does it keep them in a straight line and just uses however valve handles rendering stuff through portals
that probably seems like nonsense to understand i apologise i'm bad at explaining things

can you portal-ify rays using the remix api

inf map
remix based portal gun addon
actually yeah i'm assuming seamless portals and that don't work
new bug yipeee
the displacement stuff is for whatever reason blocking lighting
seems to just affect gm_construct_remastered
do you have the addon base installed?
ill see if it works for me
yes
π
ok so i guess you need a fast pc and also some patience
idk i havent tried it yet still
oh man this is gonna be a while

I wonder what makes windows look so yucky on 64bit 
what map is this
because infmap does hacky stuff
hell source aint meant to do stuff like this 
it could be the displacement thing i was talking abobut
ill send a older ver, let me know if it fixes it
Is there a gmod pbr texture pack?
for like the stock assets?
Yeah
nope
skurtyy made one a while back but it wouldnt work now
gmod has different hashes than other source games
yea pretty much. would be nice if we got a team to manually make PBR assets for the base stuff
@quiet scroll put it here
damn this infmap is HUGE
is that a css map?
yes
i havent fixed water yet in 0.4 btw, i need a good list of broken maps before i start tackling it
fiddle sticks, negative
the dev texture in the reflection
try this
make sure it replaces the old one
ohhhhh wait, i put it in autorun instead of client lol 
minecraft construct is a certified vibe
fiddle sticks, I wonder what it's doing
oh yea there is "technically" nothing wrong
since we're not forcing everything to render, reflections are gonna look pretty bad
unless you mean the window itself just being black-ish
i can add some kind of override to make everything render but we'll back to x32 perf. also i still need a way to re-render displacements correctly so they dont get culled
hu
If there's no other side to the glass
yeah kind of how there's like a black shadow over stuffed behind the windows. I wouldn't mind the performance hit to 32, but maybe just as like an ultra preset?
wait whaaaaaat, are those domes different?
well the whole black window and glass thing shouldnt be something on the gmod side
i got no idea whats going on there
what is the window tagged as? nothing?"
ill try a capture of that map and set a glass material
I solved it in toolkit
waait
yeah nothing, i made it transparent in the toolkit 
how?
fiddle sticks lol, i wonder if it's a double-sided thing with remix in the toolkit, gezerz seems to have found the issue
ye thin-walled causes that
do like 0.1
hu
why does my world rendering get culled
π
nvm its because of displacements
god i hate them so much
Ahhhh gotcha, I wonder why it looked different from 32bit, I'll adjust to the specular 
hmm the game version shouldnt interfere with the toolkit stuff
could be something in the rtx.conf i provide?
ye 0.1 thin-walled looks fine
that's right
Oh sweet, thanks y'all
Funkis or whatever this maps called should be done today, i want this shit off my computer
I think it's pretty good, i really like the lighting adjustments in the house
I want the remix to have the depth of field as well
who knows when that's gonna happen
reshade used to be able to grab a depth buffer, but a dxvk-remix update at sometime broke it
the hl2 remade assets in question
(yeah they don't cover everything)
the hashes would be different 
i mean at one point i was being productive
looks like psuedoplayer is working again?
Butttttt there could be a workaround. I could make a script that compares the hl2 captures folder to the gmod captures folder and have the script rename the matched capture by photo to the gmod ones
make the picture match ?
yea, captured textures are named by their hash
he could make a script that compares images with each other, if they're a match, you could then rename the replacements based on the new hash
oh thats definitely not intentional lol
definitely something i did π
i think its some leftover i forgot to remove when messing with light updaters
fuck
π
i think someone else mentioned this
but wow the fps is much better on the studio driver (in gpu limited scenarios)
40fps on DLSS quality on a 2080 what the hell
Rubat
the man who makes gmod worse every day
Ahh....Construct from old pre G13 days
Goddamnit...still remember a lot of days played in Gmod 10, as i didn't had money for GMOD at the time, and later GMOD 13 (also non licensed)...what a days...
(I bought GMOD only an year after my steam account creation, in 2017)
@lucid parcel idk if this would be counted as a bug or not
But it really needs to be looked into
same, except i only ever had 10 before going straight to 13 in like 2013
i still wish i had that non-licensed ver of gmod, lots of nostalgia
Does the texture have some kinda of diamond grip normal mapping or something? I know grinding that pattern into gun grips is common, so figure it's worth checking
Not sure which of those images is RR
try x64, the guide is pinned
Left is RR, seems like RR smoothed the normal maps too much
@livid rapids could you help a bit?
Ah, so the diamond pattern is actually desired, and RR smoothed it out too much?
Yes
Yeah it's a diamond pattern, even on RR dlss quality it gets smoothed out
Has anyone posted the textures for that?
Haven't uploaded them yet
It'd probably be best to make a github bug with all of this, so we can just point the RR team at the failure case. Likely to get lost in the noise if I just raise it to them directly
This is with the public RR build right, not the dll from cyberpunk?
Both produce the same result, on transformer and cnn
@willow fog You were right, but not exactly. This is the same m19 I showed earlier. 64bit's doing some strange shit to metallic textures
now it looks like it should
look how it tints the slide now
it would have to be something in my rtx.conf
check the material overrides in the runtime
unless remix just behaves differently without the bridge
nothing in the actual game should be messing with this
It definitely would be that if possible, I'm using skurty's conf stripped of everything except texture marking
Sorry for the late reply but, thank you will try
Thing is even on the toolkit these textures didn't look like this
this is default
oh
Also peep the translucent transmission, probably what skurty was talking about with the windows
Wonder if pbr overrides get captured? and that ends up making the toolkit textures not line up with the default settings
i dont think they do?
when i used to do a lot of replacements in x32, i dont ever remember running into that
unless i specifically loaded the mod layer in the toolkit in another project
on toolkit
Steam seeing that i have verified my gmod's files for the second time today only to redownload the garry's mod entirely
those are supposed to be hidden in the rtx.conf i ship. But im probably gonna get rid of displacement handling entirely rn
its caused more issues than help
the default sun works now right?
yea
yay
bruh
can i replace 0.4?
ye its always the full ver
just replace all files and just hope it works?
yea
ok np
yes its the infamous light updater cube π»
can I ignore the texture?
yeah but then any other plastic mesh also gets hidden with it
ill fix it eventually but im cooked for today
all i did was disable displacements lmao
they shouldnt have killed fps that hard
i have a far weaker gpu so i guess i wouldnt have noticed it
@subtle bison why did you make the rtx remix light instead of just using the regular lights?
i can't even place one anymore it instantly crashes lmao
because engine limits. the goal is replace all source engine lighting with API lights as we can have as many as we want without any performance implications
yes its a known issue, its mentioned on the readme
makes sense
#1116089843479498782 message
#1116089843479498782 message
#1116089843479498782 message
the one day they were completely stable
π₯Ή
This maps gunna have 2 easter eggs 
I thought my lights were broken but it was a setting from the rtx.conf disabled 
You have alerted the creature
Can't play anything rn cuz my shit box PC started tweaking after updating my drivers
Start menu ain't letting me search or click on anything and the alt tab visuals ain't there anymore
Pray for me skurty
My PC forcing me to go outside
FUCK i LOVE hidden windows updates....
balance is restored
and i can go back to not playing gmod rtx
the evil...
was excited to try it out
but

demonic...
maps crashing on load again yipeee
lets see what rubat broke now
reapplying the compat mod works fine it seems
in other news
it seems i cannot enjoy this new PBR makeover
π
@quiet scroll what did you use to upscale with? some of this stuff looks amazing
creepy
PBRFusion 
im gonna have to wait another decade before being able to get a nicer GPU to enjoy this
amazing work π₯
A cool feature the toolkit could have is a meter on how performance is across gpus 
yeah my 2080 wants to die rn lmao
most likely not working render targets
it works sometimes for me, and sometimes it doesnt
grab the config.vdf and server.vdf in gmrtx(ver)/garrysmod/cfg/ and replace your old ones with those
are the css and hl2 episode bprs updated to gmod.exe?
especially css
nah i dont think skurtyy has looked into it yet
Go to 45:50
could it be done with immersive portals in garry's mod?
lmao
ofc the eyes work
im gonna assume he has no eye bones or whatever lmao
add normals to his face
or extract it
whatever
I NEED
dr house
this model is so absurd lmao i love it
Yes, very likely although I was unable to find which mod your talking about, is it paid or something? It could be done with any mod that adds portals to gmod, personally I'd try getting it working with Seamless Portals because the player transitions so smoothly between portals although someone would need to create a system for objects passing through portals
Why did you post the link lol?
Oh yeah, it's possible to send light through the portals if you spawn both of them in from the props menu
No portalgun mod support, just the portal prop thingies :3
Also we could get more than 1 pair with xoxor4d's runtime fixes
Although that would break volumetric lighting apparently
There would probably be culling issues though
oops i meant seamless portals (immersive portals is from minecraft lmao)
prop?
you mean entity right?
Oh lol, should have known π€¦ββοΈ
when i tried it kind of replaced the world with the version of the world through the portal not really combining both
kind of like the func_reflective_glass
istg ive seen that head model somewhere on sketchfab
just tried mp on x64 for the first time, its not too buggy
still gotta find a way to load our lua stuff in mp tho
I assume your a client?
yeah its a random server
It was something here in the spawnables. I tried spawning some portal props, but nothing spawned in-game π¦
Last time I did it was on 32bit a few months ago, the portals had their blue and orange halos and everything
I probably posted a video here somewhere of it
From my mp testing it was pretty buggy for the other player clients, and all the lights would flicker
things were fine for the host but the clients were having a bad time, lighting flickering was for everyone though
hdri cube also had a lot of errors when joining someone
is this with other rtx people or just a server without the addons?
other RTX people
how recent was this?
ill try to look into networking the addons sometime. Would be nice to have fully functional MP
Absolutely delicious..
shame it got torn down eh?
isn't remix fixes supposed to be here?
also i wanna ask whats the benefit of pbrfusion compared to nvidia's own ai pbr upscaler?
I think it might not be needed
also i wanna ask
have people found causes as to why some maps just crashes the game
example being the serious room from stanley parable
you use the 64bit gmod, right?
ya
any map with a problem, I need a name
from here map_death, testchamber_a_00, map_one and the serious room
those maps i tested crash for no reason
even tho those maps worked fine in previous remix builds
link add-ons?
nah its mounted through gmod
Oh, I don't have that gameπ
Speed and quality, nvidia's upscaler is incredibly slow and AI upscale training has improved since it's release in other models, it's a bit outdated. Here's some comparisons, if you scroll down a bit there's video examples/benchmarks https://discord.com/channels/1028444667789967381/1266553821468033106
this is really cool wow
its so cool to see the remix devs actually actively support stuff like this
Yeah they're great, very very great at helping. I look forward to their next ai model update, right now it's a deal breaker because there's no alpha layer support, so things like leafs and tree branches will turn into sheets of paper lol. But other than that it's not bad π
i really hope with the infinite money nvidia has now the new upscaling pbr model above and beyond beats their old one
Oh nice, I put in a ticket to have them support it natively so hopefully we won't have to continue doing that
i integrated the workshop version with a few changes into the main repo
the default impact decals π€’
remember that displacement code i removed? 
any maps that heavily use displacements are going to have culling issues for rn
just some maps, most of them work well π
is that 64 bit?
yes
It works normally for me
it looks good up close but zoomed out it's so tiled 
what map are you working on?
ohh ma gawd hes doing the mall
https://steamcommunity.com/sharedfiles/filedetails/?id=3417387329 mall's comin up next 
how's the performance for y'all on it without a mod for it? It feels a liiiiiitle heavy, but idk maybe I had rtx remix capture checked when I was in
it looks good but doesnt match the original texture at all actually

idk if I should go like old rundown abandoned mall with wear and tare, or pristine mall that's clean but just creepy
but have you tried using textures that are similar to the og ones yet
goofy model
Yeah I think I found a good replacement that looks like the OG floor. That thing scared the fuck out've me π
speaking of which
did anyone find those 2 easter eggs in dat last map 
I have an idea cookin for it, I just hope the mesh is stable for replacement 


something malicious is brewing
i fixed it
in new version?
ye its been fixed for a couple weeks
fr? even with custom world rendering?
Want me to stick with how everything is vanilla with some similar replacements, or take a spin on it? π I could do some spooky stuff with the lights, or keep them as is
ye
how nice
instead of disabling engine world rendering, i render our custom world on top of the engine
i was worried about performance but I couldn't even see a difference when toggling it on and off
is this a replacement?
ya ya
do you have a hint?
it doesnt seem to be RR itself tho
its the view frustrum addon
not sure why tho
could be a coicidence with extra stuff being rendered in the scene
nothing changes in the remix debug view toggling it
so yea very weird
okay, at first I thought that was a mistake RR
motion vectors?
1 by a view just hanging 
2.) potty 
nah nothing shows in either motion vector debug view
ugh displacement maps are so cool
it goes hard
can the displacement be convex?
wdym convex?
like high map
Did you try setting the outwards displacement up?
how do you set it up?
now 64 bit recommend






