#Garry's Mod
1 messages · Page 50 of 1
Ya he looks uh
Ya
He looks like that one instagram fiend pyro made a video about ages ago
soft water nick
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holy shit you're right
Ya first time I saw his redesign I instantly thought of that instagram fiend lmao
They need to redo Gregori I’m sorry wow
How does this gun look in normal mw2? Never remembered it having this much contrast in the details
Almost looks cell shaded
@subtle bison This shows up in game, but in RTX Remix looks different?
nvm
it's probably needs to re-capture
damn the difference on the gun is staggering
the
yall see how the gun slighty shifts in noise, is this normal? its on dlss quality with ray reconstruction (happens on any viewmodel scale)
askin if its a me or remix issue
ya everything just feels kinda weird updating to 0.5.3
i didn't change anything in the rtx.conf other than material overrides
so it's most likely a DLSS issue
the view frustrum stuff was the only other change and it doesn't change anything with the viewmodel
shame
i updated from 0.4.1 to 0.5.3 btw
ok well then there's more to look at lol
the only thing i can think of is the viewmodel scale in the remix runtime settings tho
seems to do the same thing when i downgraded to 0.4.1
hopefully its just a dlss issue?
most likely, but lemme check something rq
ye the only way i can reproduce it is if i lower the view model scale below 0.400
weird
i've noticed that blur on latest RTX-Remix mod
it's became sharper in few seconds
but this blur is like a trail of anything in front of me
weapon etc
DLSS issue, turning off fixed that problem
I’ve noticed that at low internal resolutions with ray reconstruction can cause a smeary image
Go to game setup and then legacy materials and then set metallic to 0
thanks!
ya i've noticed that issue too but only on the latest remix mod
with 0.4.1 being fine
which is why i downgraded
weird that i dont get the blur on a clean 0.5.3 with the metallic stuff untouched
ah then that must be it
since i turned that off too
ill update the scale and reupload the archive
btw, why DLAA has so bad performance?
So the reason why other games (even with RTX) rans smootly with DLAA is that they doesn't have Path Tracing?
those other rtx games are probably rasterized with a few RT effects, which is much cheaper than an entirely path traced image
I gave you the fixed conf
and?
its fixed now, uploading the archive as we speak
same release but different file, idk why github wont let me name it the same thing
ебать тут конечно блюра прям намазано
Ну прям пиздец конечно
Но ниче, эта хуйня одной настройкой пофиксилась
you rang
Making a new math lib in the binary module so we can remove a lot of the lua engine bottlenecks.
0.4.1 vs 0.5.3 vs dev with new math lib
tl;dr free fps
:clueless: fill me in on why the house is black
custom world rendering
i have RT disabled to get rid of gpu bottlenecks
so its purely engine perf

this explains
why skurty hasnt spoken here i like 5 trillion seconds
prob cuz of life
would be funny to see where x32 compares but idk if i wanna spend time getting that running
🐢
0.6.0 is gonna be focused on bugfixing and perf
yes but i must keep going until the source engine stops me

(definitely not gonna burn out) /s
we will see
the one on the left is how you is and the one on the right is how you will be
i can guarantee npc eyes is probably last on the fix list. I need some serious reverse engineering skills to fix that
or someone else helps me with that
solution: wait for half life 2
if its 64-bit, yes
mike ehrmantraut cat
i hope to god hl2 rtx is fr
one stdshaderdx6.dll later and we will have working eyes
😭
lol
why does shaderdx6 have an std
idk ask it
i got to it first

the brainrot is leaking through
yes

several hundred fps in hl2 maps wow
that is a huge jump lmao
this was running in the 20s on 0.5.0
nvidia 5090 pls 
is that ultra perf?
yea lol

gm_voidplaces is the heaviest map
and its over 60 fps 🥹
holy shit
ilysm binary module 💋
freaky cr
What is your card?
rtx 2080
Impressive
nah something has gotta be broken. i literally cannot comprehend i can max out the render bounds settings with no hit to the engine
i would get like 2fps on the max regular entity value

i gotta try a large map
aint no fuckin way

dev vs 0.5.3
ok i can completely remove user controls from render bounds, truly a singularity moment
my 4050 is going to enjoy this

probably gonna wait until at least the next x64 version and remix getting official transformer shenanigan support
i might get 30 fps now !
@subtle bison could you add reset to default button for the RTX View Frustum?
I messed up the view frustum settings and now it's stuck at 20-25fps again
Set the frustum settings back to lowest
run these commands in the console to get back to default settings
fr_bounds_size 256
fr_rtx_distance 256
fr_environment_light_distance 32768
on today's list of fixed bugs
3D skybox area is no longer visible in the main map
world no longer duplicates with 3D skyboxes enabled
both of these combined means 3D skyboxes now properly work
🔥
still some kinks but its mostly perfect 😍
here is gm_flatgrass
HDRI's work too
remix for some reason has vertex explosions with some 3D skyboxes
its not a game issue at all
finally, cs_office as intended
A thing of beauty
ngl its really fuckin buggy with the remix vertex explosions
i have no idea where to even start to fix it
Probably start with asking Mark
@lucid parcel Would you know why remix has a bunch of vertex explosions when enabling Reproject Sky to Main Camera when Source's 3D skybox is enabled? It looks fine in rasterized or when that option is off
Yikes, I'm surprised that doesn't crash... it doesn't really look like vertex corruption, since it's constant frame to frame... maybe the sky camera to main camera matrix is crazy somehow. You could probably check if the sky camera has reasonable values in the developer tab of the remix menu
I don't know too much about that system tho
What does project to main even gain
traces the 3D skybox camera so you have proper shading and stuff
camera values look normal, no weird spikes or anything, same values if I turn off the game's 3D skybox as well
maybe the engine is the issue and its only visible in this specific situation?
Are u still recording in h265?
yea
well, that system was written for source engine. Wouldn't be a bad idea to file a github issue for it, get it in front of the engineer who actually knows how that works
wow i forget the scale of maps without the 3d skybox sometimes
facade is huge
rip my vram
I wonder if you could disable/enable specific remix mods in-game. And whether or not two mods with a replacement on one hash override each other. I'm thinking a system where you could switch skins for a weapon on and off, since most of these share the same mesh, just different textures
oh god omfg, just think that this gmod is already blowing my mind
Ooor I'll go the addon route and make dummy skins purely for remixing
Maybe even dabble in actually porting the skins for normal gmod. Always wanted to learn that and given the mesh situation it would be just porting textures for most skins
I was thinking about doing something like that
staring with 0.5.0, we use a custom remix build, it might be possible to extend the API to control mod loading
good to know this map still runs like ass on remix
completely obliterates my GPU with all of the alpha shit
gm_launchsite
someone with a 5090 could probably run it lol
nvm
this addon completely destroys vram
gonna add it to the incompatible list
@subtle bison when are you going to release the update?
i want 3d skybox 🙏
can you make this water?
papers
@subtle bison the map is rp_nycity
it's really big
and laggy
it's a good benchmark i think
i can confidently tell you there is no way to make RP maps that big run well with our engine modifications 🙂
i can try to fix the water tho
yea the bug goes back pretty far, do r_drawstaticprops 1 for now
it should fix it until i have a more permanent solution
nvm, i guess it does run pretty well now
tried to match it as close to ur pic as i could
does it run well with rtx?
ye thats why i shared both pics, 1st is with remix disabled, 2nd is with it on
im gpu limited in that spot with remix on
this map is actually really well optimized ngl
it runs faster than a lot of smaller maps
it would be higher if i wasnt using transformers DLSS RR
the native engine perf is the 1st pic
104 fps
if your gpu is faster you'd get closer to that number
damn this map looks good with HDRI
yea but i dont think its visible from that spot
im gonna have to put some kind of disclaimer when turning on the 3d sky as a lot of maps make remix bug out with it on
btw there is sort of a regression with some of the skybox fixes, a lot of maps will be entirely dark unless the 3d sky is enabled, its because we're properly culling stuff that isnt supposed to be visible, so it also breaks the HDRI unless its on
this is what im talking about
🤩
we really need a PBR version of this map
logo (just putting it here so i can search it again if i lose it)
whats this for? we already have branding as of 0.5.0
rp_southside (the sistermap to nycity)
idk what i did, but for whatever reason those vertex explosions are mostly gone when enabling the 3d skybox
which is good because gm_construct_remastered looks so good with it
😍
I think the sky dive even requires hdr
I do like how some random modders tried to gaslight all of gmod with that map
🇧🇷
added this disclaimer
i dont know if i can fix the visual bugs, they're pretty bad when you're inside interiors and the engine keeps culling the 3d skybox
dope
can u add more annoying popups. Also make the startup remix message longer so that it takes up most of the screen
sure ill remove all warnings and disclaimers and patiently wait to get spammed with @'s on discord about X and Y feature not working correctly /s
but being real, i dont plan to add any more lol
also ill probably add the ability to disable the remix banner via game settings
I wonder if I can get a sven grade map working
whats that
oh ho ho
You don't know what sven is?
nada
Oh my god
can source load goldsrc maps directly? I thought those needed to be rebuilt with source's hammer?
You're right
holy shit the pizza map
peak
indeed
this is an example of what I was talking about, same mesh, different textures
But well, no way of switching them. MWB's texture switching already doesn't work (for example the GS45's skins)
Blueprints work since they are different MDLs
remix material tool when
In waht way
(provided remix api does support messing with materials)
like
gmod's color/material tool but using the remix api to do stuff like set metalness and roughness
assign processed textures to them (might go well with addon based remix materials?)
I think the API can do it
The HDRI skydomes is giving me a predicament lmaooo, if I add a skylight to a map, it'll get in the way of the hdri if I add it. I can disable the enchanced lights to remove the skylight, but it'll get rid of all the other lights too
Making a runtime request to have the option to specifically disable skylights would probably open the door to adding other options, which would be a lot
ignore directional lights in the runtime menu?
if you're talking about the stock source engine one
Yeah I tried, but if a directional skylight is added in the toolkit the runtime ignores the ignore haha. I'll probably still add the skylights and wait until the toolkit has better skylight support. Or I could add a skylight/no skylight version of the maps 🙂
so what's the point of adding a toolkit directional skybox if it's going to be ignored? just a little confused and curious
wonder what's causing this, only on RR
dlss 4 transformer btw, didn't happen on cnn
Mostly for people who download the mod without wanting/knowing about the hdri's that are available 🙂
ah
am I looking at foot
Pareidolia moment
fr what is happening here
bro communicating with caveman drawings
YEAAA
release it

🗣️ 🔥
what
@subtle bison how do i get Parrallax Map work?
i would start here
https://youtu.be/P6ljqEiGrWs?list=PL4w6jm6S2lzvgJ97T1_VbLGBR_l6zzOUm
After you import new textures, you can replace existing textures with them. This video shows you how to apply textures, including your new PBR maps, to assets in the game scene in RTX Remix.
Eager for your next lesson? Checkout the RTX Remix Tutorial Playlist and if you want more tips on understanding any aspect of texture/asset replacement, c...
that's different remix verison (early)
? the process is almost identical
oh
i see
well the displacment tab is still there
yeah
Add the displacement map in the displacement texture slot and adjust displacement amount. Done.
but even putting displacement and it's dosen't show parralax.
Do you have parallax enabled in the conf?
didnt i leave it on by default in the conf?
Also post a screenshot of the toolkit.
I think you did
is it off by default in the runtime?
i dont really remember messing with this option but who knows
You showed it's off
yea with the config i shipped
im saying a newly created one
like generated by the runtime
guess ill find out
Pretty sure it's on by default
ok so i guess dxvk-remix alone cannot auto generate a rtx.conf wtf
the game just crashes and a rtx.conf never gets created
so i guess the bridge does it?
I've run just the runtime with a 64 bit game before
not sure then, i have directory permissions and everything
Make a dummy conf
See what happens
still dies lmao
nothing got written to the dummy file
ill remove rtx.displacement.mode from mine and see what the runtime defaults to
so yes i apparently disabled it
whoops 
what's new in 5.3.1?
i removed the PBR material overrides that i forgot to remove
its just a rtx.conf change iirc
Typical
@subtle bison what's new on 5.3.1?
i just said 💀
oh
When’s ur misfits boxing match vs @subtle bison
im trying to figure out how to do blueamulets patches in the sdk
holy fuck its alot of code
I'ma fuck him up
i keep getting this error whenever i try to change the radiance for fallback lighting
wasnt this error also happening x32?
Try reading the big and obvious yellow warning
I do when people act r slur
yes i did and it crashes even when manually putting values
only seems to happen in x64bit
ofc 💀
Get to work, cr
cr7
yeah because i can definitely fix it
@meager oar downgrade to a older dxvk-remix where it doesnt happen? You will get the flickering mouse issue though
wait imma try my own rtx conf and see if it wrks cause by default it has fallback lighting on
dayum it wrks
ok so do we just get rid of my stupid cursed rtx.conf
idk but my rtx.conf is changing the hashes of the textures? cause i did the glass textures on construct but its not being applied in my conf but is in yours
bruh yea i checked the glass textures hashes changed
is yours a new rtx.conf generated by the runtime or did you import from somewhere
haha its the first ever rtx conf made by Xentho like a year ago
i just modified the settings to my likings
here it is
weird thing is the hashes even inside the game also changes so basically all the old remix mods made in 32bit technically should still wrk in 64 in my conf
imma test
yea but i think mark said we should be using the new hash system going forward
i really dont want to support two different hash systems if we dont have to, especially if the old one is deprecated
dayum i guess ill let remix generate me a conf, wonder if it will fix the fallback lighting crashing
it might not work, my game crashes if i delete my rtx.conf lol
we could generate the rtx.conf from a different game and move it over
but lmk if it works for u
i can do tat with css if gmod crashes without rtx.conf
I think the exe name in the config file needs to be updated afterwards if that's the case
i think it's Garry's Mod (x64)
dayum it wrked for me
hmm so weird, the game wrks but the conf doesnt generate maybe i need to click the save button
or run gmod from steam
we are using a custom remix build but i only changed some input stuff to fix the mouse
try using a dxvk-remix build from github instead and see if it generates one
ohh it generated
when running from steam
the fallback lighting also wrks
heres the new conf
lets see if the glass replacements i did wrk in this conf, tat would confirm its using thhe new hashes
yea new replacements wrk now so the new conf is indeed using the new hashes
gonna nuke the existing rtx.conf and use the one popo generated, ill move over the hashes but wont touch anything else
(i promise)
🙂
You can grab a clean conf from git
any differences?
It's as clean as it can get
ye you'd get that in any remix title that has water
the normal map is pretty detailed and the scale of it is pretty small
not to mention all of the denoising going on with DLSS
this makes me wish nvidia developed a denoiser on the level of ray reconstruction for native non dlss
so all that extra ghosting and loss in detail that comes from dlss isn't there y'know?
@subtle bison i've seen you mention changes to remix's hashing system. where did you see this originally? and how does the new system behave
ill try to find the message
i think it started here?
#general-remix message
and this
#general-remix message
well shit
i dunno how to adjust the old hashing code i used to work for this. and i can't find the new code in the dxvk-remix repo
i'm trying to match up dumped textures from the game with the textures remix dumped
imageHash = XXH3_64bits(buffer->mapPtr(0), buffer->info().size);
hm
i'll just use the old method for now
........ what
Welcome to svencoop
What the fuck
Sven coop archive
Actually
Nah, there are wayyyy more maps than 11k
grenades in pitch black are so cool :3
@subtle bison Parallax works in game. but For Some reason it not showing on the Remix editor?
It doesn’t work in the release version of the toolkit, but if you build the recent toolkits outward displacements work
what tool are you using to add pbr to the pre existing textures?
Shadermap 4
how easy is to build the recent toolkits?
pretty easy if you download everything you need to make it work
where is the toolkit?
followed the instruction, try to run but remix keeps crashing.
Did you clone the repo with git then run the bat with -r in cmd
nope?
i used CMD
Iirc you have to clone the repo with git instead of downloading it directly
ok
done cloning with git
now what
ok
now it's working
still nothing (not showing any parallax) @modern quest @quiet scroll ?
?
it's working fine in the game
but not in remix
Weird
That would mean your height maps working fine
yea
remix captures inherit your settings at the time so if you had displacement maps disabled when capturing you won't see them in the toolkit
I know this because it happened with the conf's pbr overrides
just make another capture with displacements on and it should work
ugh
@subtle bison idk why the RTX lights would disappeared when it's not looking at it.
culling
rtx lights as in the api ones or the built-in game ones?
the api ones shouldn't cull at all since the engine isnt aware of them
when i first try it's was working fine.
ok but which one is it
what tool did you spawn it with
oh then its a standard light
so then the prop itself is being culled
probably
up the regular entity bound settings in RTX view frustrum
to like 2048 or something
your fps might tank but that will prevent it
its performance vs quality
modifying render bounds is expensive
you could spawn the lamp in the toolkit instead
just attach it to the map geometry so it doesn't get culled
also suppress lighting setting can also cause issues for spot and point lights
hmm it shouldn't, the light updaters might not be spawning for that light
i think there is a command that shows them one sec
i think it's causes by parllax texture
rtx_lightupdater_show 1
@meager oar if you dont see a cube below the light then one didn't spawn there
im not sure why this happens sometimes but i can try to look into it later
hmmm @subtle bison
hmm it says unknown command in console even though i have rtx remix fixes installed
never seen anything like that before wtf
remove the workshop version
we include our own
i have the one that comes with the github, only have these addons
OOHHHHHHH IM DUMB AHHHHHHHHHH ma dang sensitive keyboard put ' before rtx
yea no cube below the light
😂 oh u mean this dang tini thing here
yea those are the updaters
hmm weird this light has the cube but the light is still disappearin when looking away
its the gm_construct_flatgrass
yea
can see lights updater when looking through normal source engine glass transparent texture.
might need to increase the render bounds distance for the light updaters, they're set pretty low by default
it happens in gm_construct_rtx aswell
ye it's not a map issue for that specific instance
its just a low draw distance i think, ill check
light update count?
werid way to crash gmod
looks like you ran out of vram
it was only 54%
hmm, i only ever got that with my gpu if i did
let me double check
i turned of custom world rendering
i noticed that small rooms in skybox sky has disappeared
the 3d skybox causes visual issues with remix (near the end of the video, its probably something not fixable until i make a github issue with the nvidia team)
as for the other areas of the map showing with custom world renderer, its a known bug. i fixed it but its not out rn
fresh 0.5.3.1 build, works fine with the light updaters set to something like 512
btw wats the benefit of keeping suppressed light on right now? cause as far as i know before it made lights always on and dont disappear in 32bit gmod but Right now disabling suppress lighting still makes all the lights always on instead of disappearing atleast for me
we keep suppress lighting on so we're not delaying light updates, if a map has dynamic lights, leaving Supress Lighting off, lights would stay on even though they're supposed to be off
ohhhhhhhhhhhhhhhhhhhhhh i remember now
it fixed this annoying thing that plagued us for too long 😞

is this infmap or something
No
Newexton2
was fine before
but idk why decided to be glitching and corrupting
Probably Parllax textures?
same small issue on construct rtx
I'd probably do a clean install of gmod, i have never seen this behavior before
i wonder if it has to do with the newest driver people been having issues with
looks like a detail texture
it is
you need to mark these with the runtime
but no glitching so far
ye i just tried the map too
very strange to put the 2nd area above the map lol
its a good one to test my fixes tho
what am i looking at here?
just testin something
but there's no bugs so far
yeah disable custom world render actually get rid of the sky stuff.
it looks so good but so bad at the same time
does the env_sun work?
idk man
wow the grass blending looks pretty sweet
there is a script that is supposed to remove those on map load but i guess it stopped working?
do this ent_remove_all func_reflective_glass
i think admin clean up caused
more 3d skybox fixes, still need to figure out what to do for rp maps that stack playable areas
BLACK OPS THEME INTENSIFIES
any way to cull only map geometry beyond tools/toolsskybox?
That would solve the stacking problem
yea thats what im doing rn for these new fixes
im not sure why its not applying to those maps atm
Load one up in hammer, they probably don't use toolsskybox
ye
Many have vmfs available
i was gonna decompile if that wasnt the case 
Are the vertices blowing up still?
this one stacks and has vmf on gdrive
i tracked it down, view frustrum tries to touch stuff inside the 3d skybox and its fucking up vertex values, if i turn it off it works perfectly fine
there is still flickering when walking around in interiors because the engine is culling the 3d skybox

im gonna add some kind of ignore filter/whitelist for view frustrum so it doesnt touch anything in the 3dsky, should make the majority of maps playable
not sure if its good enough to leave r_3dsky 1 on by default tho
Also, I've noticed that on some maps, the hdri skybox disappears at certain camera angles or locations
are you spawning the box or using the one that's always under the player
I'm spawning it
I didn't know there's one always under me
it should be in the initial 0.1 release
Thanks github
I was talking about the runtime
there is a new runtime build?
Like your custom build of runtime plus comp
Erm... What the sigma?
Okay, it worked
thx cr
lov u
has anyone noticed a weird thing where tfa weapons glow in the dark?
dayum those buggy source engine cubemaps made it here aswell
any way to disable it?
😅 no no those are not cubemaps, idk wats happening there
kek
You could use powertoys, they have a powerrename feature that could help….atleast I think lol
looks like some cursed texture parameters
i dont think its a remix bug but more like a fixed function bug
No that's the textures from the cod files
My main issue would be trying to identify what type of texture maps they are
It glows against the wall
So it’s not like the gun is rendered in a rasterized form
turn off RT in the runtime, does it still glow?
remix tries to interpret emissives via texture parameters sent from the game engine
one day... gpu skinned meshes
mostly because then i can replace the built in primitives with smoother looking ones
Viewmodels with actual motion blur and proper denoising since neither of them work properly without motion vectors
Taking a wee break from portal 1.5 and jumping back into gmod
woah so many maps added 
wdym 1.5?
the tiling 💔
wish there was a way to somehow fix that
looks great tho
whats the issue for gpu skinned meshes btw?
is it on remix's or gmod's side?
gmod's iirc
i think it uses cpu skinning (or gpu but applies it before remix can see it?)
i think it's something that's based when a model gets imported
since there are quite a few non-rigged meshes (i.e almost all of gmod's own built in props) that have the 'randomised hash when moving' problem
(but either way it's always true for meshes that have bones™️)
Why does the grass have white/blue bits on it?
there are two grass textures in te map one normal and the other one with flowers, the blue white bits one is te flower one
hmm idk i like the combo
That’s fair
I just think the displacement is a bit too extreme
You can see how the texture stretches a lot
u can adjust the displacements in remix menu, i like to keep it around 0.180 so the parralex is noticeable
0.060 and 0.400 dayum
Maybe Portal 1 with Portal 2 textures and meshs
Hey @past notch, were portal prelude rtx modifications made on the source SDK?, if yes, can we see the modifications that were made? correct me if im wrong but im pretty sure that there is no issue in posting modified source SDK code
no, they weren't done via the SDK, they were engine-side
can't say much more than that I'm afraid
momster
trans woman with monster energy original???
impossible
i see no
it did say it has estrogen on the texture lol
please show
fixing my pc one sec
@livid rapids did u have this issue when trying to replace textures that were pure black and weren't rendered properly in remix (like the MWB weapons)
Another day, another legally ambiguous answer from David
Ya I think it does
actually nah
doesn't come with color 2
very weird since it looks fine when opened in an image editor
awesome
[RTX Fixes] Built chunked meshes in 0.01 seconds
took advantage of some AVX extensions and now it builds meshes faster than the map can load
claude 3.7 really helped me a lot with this
im not good with C++ so definitely all the credit goes to it lol
Now do AVX512
Nanosecond loading
now write in python for 4 minute loads
The detail textures are soooooo annoying lol, you can remove them in the toolkit but they're not stable enough to reflect in the runtime haha
@subtle bison Is this you
Make sure texture grass and Sand texture set as Decals
Only way to make Grass and Sand blends together.
sad the dx90 .vtx patch doesn't work for me
hu? it should. Are you using x64 or x32
no sir
i guess, i think i know what map this is but I haven't tried it yet
32
i have no clue why it dosen't work
trough probably because the gmod version im using is so old it still uses hl2.exe
any reason to sticking to x32? we've moved onto x64 now
lazy ig
and is there any easy way to port the stuff i made on the editor to the new one?
unfortunately no, unless you downgrade x64 to a build before December
haven't tested that with the compat mod tho
i see
yeah im sticking with the old ver just because porting would be messy
gonna try a new install tough
btw i tried using skurty's installer and it didn't really work, do you need to install the runtime aswell?
it should provide everything
it probably stopped working due to many gmod updates
not sure
or just not detecting my external drive route correctly idk
very cool that they made it tho
love the accessibility
waiting impatiently for 0.6.0.....
Same
@subtle bison I wanna ask what improvements/features to you plan for 0.6?
pretty much these 3 issues are whats gonna change in 0.6.0
its 99% bug fixes and optimizations
Btw do u think it’s possible to add a roadmap to the GitHub for new features and changes
yea
Ah ok ty, how much better does it feel compared to 0.4.3 so far?
if we're talking engine bottlenecks, its much faster, especially in larger maps
if you're GPU bound already, you wont notice a difference
so small maps for example will run the same even though the underlying game is much more optimized
as for release time, its gonna be a while, trying to move everything over to C++ and then fixing all of the visual bugs is a major pain
just download more vram
Tbh I think with remix you’re always gpu bound
nah there's definitely a few maps where im engine bound
you can be CPU bound too
I envy you
Ah u mean like maps where it goes to like literally 5 fps
nah even ones around 50-40fps
What resolution settings are u running for remix?
1080p dlss ultra perf
i know when im engine bound because you can toggle RT in the runtime and the fps counter is the same lol
Do you have any features/additions planned for the mod In the future other than the system that turns props to models
nothing atm, just trying to get all of the current issues fixed.
Ah so like you don’t have anything you wish to add yet until all the kinks get worked out
for now yea, its already an undertaking trying to figure all of this stuff out. If you have suggestions of what to add let me know
ty
is anybody except skyrtyyskirts publishing enhanced assets?
i think @livid rapids has
I wish more people did 
what will happen to gmod rtx after hl2 rtx release
hopefully more people willing to help me develop this compat mod
i pray its x64 so we can use its stdshader files
so eyes and n shit work
FUCK eyes... #certifiedsighthaters
we aim to cut all homeless people in half
cell division
In a week or so I'll upload some new stuff, I'm away from the pc atm
my first custom api function
we now have control of the remix ui and detect what state it's in
sdk 2013 sp has x64 support (since portal sdk 2013 branch leaked we know that) but since they are not using sdk they've most likely been given full engine access way before the frog branch was even thought of
it fixes some input issues when opening the remix menu
So I'm pretty sure it's gonna be 32 bit
The only real remixable game that needs x64 is this channel right here
btw i think the remix api is just cursed without the bridge, even just opening the menu a few times via the game can crash it
the same way the api lights do
Since most ram/vram consuming stuff goes through the bridge
Bridge team pls fix
Or dxvk team
Or both
it would be best if we just had a x64 version of the bridge client
idk i might be able to figure that out myself
i feel like the custom remix api function was harder
lol
I mean that's just defeating the purpose of the bridge itself
sort of, bridge handles input and the API, in addition to the d3d9 stuff
retrofitting a custom dxvk-remix build is harder to maintain

ok well it seems stable now, made TMC only control input when it detects remix menu state changes, the previous hook i had did some funky stuff
no more accidentally locking input when the menu is closed
yipeee
it only took 2 days 🥳
works when its paused too
just like the old x32 bridge days
Oh wait 2013 sdk will get portal support soon?
Please stop recording in h265 💔
but muh disk space
The main benefit of h265 is how well it keeps the video quality at the same bitrate it won’t be any lower in h264
Hell even go for vp9 or av1
Thank you ❤️
Terrible
Was it 30 series or 40 series that added av1 encoding?
wow im surprised
I wonder how many phones people use now have av1 decoding
Or at least vp9
looks like its 30 series and above
that's def not accurate though
2050 is ampere apparently
reminds me of the 750 ti being maxwell despite the rest of the 700 series being kepler
weird nvidia shenanigans
2060 and above being?
What would u say an accurate description of h265 vs h264 is?
Is ampere the 30 series architecture
yea
it's more efficient/provides better quality at the same bitrate. as a result you can use a lower bitrate to achieve a smaller file while retaining the same level of quality
sooo using h265 makes sense
especially if the hardware h264 encoder is bad and looks a lot worse than cpu encoding
ty amd

on Nvidia h264 looks atrocious, but HEVC is awesome
and this is typical for all hardware accelerated encoding, AMD just tends to be by far the worst
with enough tuning you can get pretty close to CPU encoding
(on Nvidia)
if you can stand it, yeah
does discord support av1?
oml
we literally use a chromium/electron base, what is the barrier of entry for those devs 💀
even ios and android support it via react native
it's probably the same way they don't support MKV. you can just rename MKV to MP4 and it'll work just fine 😛
pardon my french but that is the dumbest fucking shit ever
Targeting identical visual quality, NVENC was 2515.38% faster to encode, but with a 37.73% file size increase vs CPU encoding
this was my best result with older NVENC on a 3090. it's better with 40 and 50 series. and i've learned some more optimization methods since then
absolutely pointless
that was with HEVC
AV1 is even better
i think all moderately recent smartphones support it
at least from the last 2 years right?
AV1 decoding support is pretty widespread now
I pray this custom rom has av1 decoding
custom roms wont magically give you new hardware capabilities
those are usually in your device tree which dont change with custom roms
so if your hardware supports it, your rom will
ouch
probably fine though still? i would imagine it would play back somewhat smoothly depending on the res/bitrate
That shit'll be half a frame per minute
Hardware AV1 Encoding was added on Snapdragon 8 Gen 3 (Late 2023 - Galaxy S24 Ultra, etc) on mobile
and Ada Lovelace (40**)
what about iOS and mediatek devices?
can't say. Lemme google for it
Ah ok ty, it’s just a shame it doesn’t play on my damn iOS
I love discord
MTK G series doesn't have AV1 encoding



