#Garry's Mod
1 messages · Page 79 of 1
the best way to "fix" this is what i did for one level in the portal2 rtx project
re-render all static elements of a map with remix instead
and then disable engine rendering to re-coop the performance
So like
ZLUDA was doing that for a while. hopefully they can get back to the point they were at
Export them as some sorta model for remix to import and then disable the rendering for entities in engine?
i have yet to find a single app that works with it
yeah
#1289195427119501424 message (flashing warning in the beginning)
the current version was forced to reset, because AMD stopped funding the project and said they couldn't use any code that was developed with them
ya ik, i mean more like to the point of neural rendering and such
and ya this was insane too
idk why like
ughhhhhh
ik theres prob some legal mumbo jumbo there on why it cant happen behind the scenes
i think it's possible to get there
it just hurts ugh
yup. sucks though
Do you think its possible to do that with your blender adding or
that was done with it 
i rexported a map capture that had all dynamic entities disabled
the sad thing was that AMD was supporting him on it until they realized there is very little business case in running CUDA on their GPUs, cause they need to set aside some funds for the inevitable lawsuit
AMD should spend the time making ROCm a good product instead imo
and OpenCL
but developers dont want that
still waiting for RDNA4 support for rcom on windows...
its been almost 2 months
💀
i really, really, really do not think ROCm in its current form will ever be good for consumers
its awful
yeah me neither
maybe if they throw on some of the cores from Xilinx and use their codebase instead, it'd be useful
it has support for wrapping pytorch and tensorflow
thats true, the tech they get from Xilinx is so ahead of the curve, but its a completely different market
that was a good purchase tho
it's included on their mobile chips of all things
but no desktop chips or GPUs
hopefully they do more with it
there's a lot of non-surface level tech they will bring over, especially in silicon design
memory controllers, etc
but xilinx is very much non-graphics and all interconnect and software oriented
from what i understand the mystery backer just wants it to get to a point where it can do gen ai and stuff so idk
AI data scientists stay in their familiar framework environments, such as PyTorch or TensorFlow, and call pre-built ML overlays by way of Vitis AI without having to directly program the AI Engines.
https://www.amd.com/en/products/adaptive-socs-and-fpgas/technologies/ai-engine.html#developers
like just an excuse not to buy nvidia chips it seems
sure would be nice to have this on desktop
well, maybe someone else would take over past that point
it's had 3 different sources of funding so far lol
seems like a 4th one isn't unlikely
Im surprised some AI startup hasn't finished it, if it would net access to GPUs which can do those types of workloads for cheaper
but unless you can do that, hard to justify
especially when the problem doesn't solve a bottom level issue which is that AMD doesn't really have high VRAM cards outside of instinct (Mi350x, etc)
so even if you make it work on GenAI, wheres the memory?
you'd need external memory
32GB aint really that much when some of these models need 96GB, but yes, an improvement
i would buy this immediately if it wouldnt get scalped on day 1
is the scalping really that bad for AMD stuff like it is NVIDIA too?
i paid $150 markup for my RX 9070 😦
oof
Very
We both know it is

MSRP isn’t real anymore
a mystical value
The Intel B580 has never been $250
It’s always been $300+
It would have been real if AMD still made reference cards 😭
Mystical Sandollar Roleplay (MSRP)
At this point, when a company lists MSRP for a GPU, just add $100-$200 to that value
Then you’ll get the real price 
shit that frustrates me is NVIDIA still lists 4xxx series GPUs on their site with the full pricing info knowing full well they aint selling that shit no more
basically laughing at how hard you are getting screwed now
😂
yeah okay
“I had a bad driver experience with AMD 10 years ago”
💀

And then you just barely hear about Intel, it’s always NVIDIA vs AMD that gets the most coverage
bc intel is relatively new to the game
none of the 4070 desktops have under 12gb vram
that new Intel Dual GPU looks cool, too bad it don't play games
clearly they can cook tho
nvm im an idiot im on 4060 ti
theres a 16gb 4060ti as well lol
stop rubbing in my face 💔
am i stupid
its hidden by default
turn off enhancements
you can also get the exact location of it with rtx_marker_list
WE LOVE THESE WINS

will this fix the gray textures, or is it just automatic mounting
everything completely automated, tested on a brand new install
feel free to skip through most of the vid lol, most of the time is just extracting and copying.
I created a new repo that stores the USDA fixes for broken references, so we can update this in the future, didnt want it hardcoded in the launcher lol
https://github.com/sambow23/rtx-usda-fixes
only 32MB total?
are u serious my brother
no, just joking, дамбасс
Ik that's code only
the question is
домбасс
why when extracting assets via rtxio you needed to wait several minutes to extract everything manually
and everything was fine
but now we get fixed usda for just gray textures?
that's the only fix? or that means there is no need for extract manually ?
cuz you've said everything completely automated,
its does everything needed to get hl2rtx textures and models working out of the box
- it extracts the assets from the .pkg files
- it moves the assets to the mod directory
- it deletes the .pkg files to save space
- it downloads and applies my fix for broken references (the gray textures)
- mounts the game to gmod rtx
so 0 user intervention
its all done for you
fixed a bunch of models turning invisible, the hl2rtx demo assets should no longer break anything
about to push the launcher update
ok so there is some small issues where the legacy asset is overlapped with the new one, it only happens if the mesh uses 2 vertex groups/layers like some foliage and fences. I have to manually fix this, but ill do it later since its pretty minor
i only noticed this on a small amount of assets
🥳
1 map 2 vibes
Kinda looks like Roblox
240p video will do that ☺️
an issue I'm having in RR is some spots GI is abnormally dark until I turn it off and back on, it happens mainly with ReSTIR and the NRC, and can be actively recreated in real time using the NRC "reset history" button
seems RR is taking what it assumes are fireflies and ditching them leaving not enough data for ReSTIR and the NRC to properly sample GI
welp I found a solution
if you go to the denoising settings for RR, set the preset to default
"ReSTIR finetuned" causes the issue
well direct light becomes kinda noisy in certain conditions so maybe not, maybe we're just better off ditching all the AI stuff for now
wait that noise is half my fault for another setting (transformer model D) I forgot to disable, its still got some in motion, but it seems a good chunk of issues I've had with RR otherwise are mainly the cause of that "finetuned" preset
the fuck u talking about lol
how the fuck its looks like roblox
u want 4k video on 4060?
ill show u 4k video on 4060
skill issue
fucking skill fucking issue
fucking issue with fucking skill
Can it just also do the mount normally like old way if you chose so? Also incorrect button height lmao
Oh maybe high dpi fooling me
Should be 72 wide 21 tall or something
Lol I'm being picky it's not that important
Feel free to ignore
yea I can, right now it will only prompt you for .pkg extraction if you haven't done it already. If you havent or the game doesn't use .pkg files, it uses the old method
but ill add a toggle or something to let the user choose
I just use the rtx io on method to save space lol
i dont personally mind the 15 extra gb of space but yea it makes sense for other folks
idk what the actual compression ratio is for rtxio tho, but the mounter does remove the .pkg files when it's done
1080p at least 😭
if my old 2080 could do it, so can your 4060
on 720p its suffering lol
top gpu vs budget
skill issue
and idk why but after i record video blurred or why this is so low res
maybe really skill issues
depressed
sad barb simpsos gif
but why this is looks like roblox wtf
where's rob
and blox
in this videos
they shouldn't be that different
same vram, much newer architecture
bro is "smart"
?
"top gpu" rtx 2080💔💔
It's not the same VRAM tho? 11GBs vs 8GBs
2080Ti has more headroom in that regard
oh wait, 2080
my bad

😅 i checked the benchmarks and wasnt expecting the 4060 to be 7 fps behind the 2080 bruh
who the fuck in the world will say that 2080 is top gpu IN 2025 YEAR
bro u think im really that stupid?
хм, дай подумать
stfu🥀
💔
💔🥀
whar
даже не было таким уж оскорблением 😭
gotta add whatever source engine rtx games that exist 🤓
is that gmod?
is this the last of us part 2
yes
its the l4d2 mansion map or whatever its called
did a reference mode bake
looks delicious 🤤
a what what what
denoiser reference mode + accumulation. its like cycles for remix
set a sample count and let it render
is dlss set on quality
full resolution
yummay
I'd do 4K but im game streaming it so that's why its 1080p
game streaming?
yea im streaming my pc at home from work
gay
bruh
What are the usda fixes?
I reckon if they are what I think they are they could still be applied
hl2rtx demo has a lot of references to assets that dont exist, causing invisible models and grey textures
ye i undid this
Yeah
had a brainfart
Lol
Make a test scene NOW
@kind kraken Get your ass in here. We have an emergency
The mother fucking a g x
agx?
what does agx look like in comparison to the other models
what does AGX do normally
Look good
its way better at handling highlights
yea agx is gonna be a fuckin pain
it handles exposure inputs a lot differently
why did i explore this, its too late to stop 😭
Finish the job, child
-Your father
I asked him
huh
wow that was fast
doesnt look half bad, obviously it has to be tweaked per game, but wow
im not really done with it but sure lol
o
what is it missing
What
some other adjustments, also the implementation is a little simple, i wanna base it off the AgXc repo i posted earlier
its much fancier
But does it actually work?
yea look at the video above
#1116089843479498782 message
just needed some agx-specific gamma and exposure adjustments
i see a saturation slider <3
so i added them as seperate controls for the user
tweaked agx (left) vs ACES (right)
🤤
im just glad i dont have to do this shit in reshade anymore
agx (left) vs aces (right)
you can really see the difference here
here is an imgsli
https://imgsli.com/Mzg1MTI2
🙂
I wonder what the agx presets are. Stuff like punchy and different contrast levels
does this go in the .trex folder
ye
before - AgX - AgX tweaked
Peak
ACES vs tweaked AgX
huge difference with my flashlight. The gun is no longer blasted into exposure hell
@willow fog we're so back
Holy shit
It actually looks natural now
yea AgX just casually transforming entire maps in gmod rtx
it looks less video-gamey
We're so back, chat
the flashlight alone is a game changer visually. It was a big deal implementing it in my project since it was planned for the original but cut. But it always was in the back of my head how annoying the gun being blindingly bright was. Now, God has blessed us and his name is CR
who said that
I plan to add some extra controls so we can tweak it further
since every game might need a specific "look"
with some overall exposure tweaks
@subtle bison what's the difference between the exposure below and the one for AgX
Can looks be implemented?
one controls global exposure, one is the offset for agx itself
i should probably unify them
should be able to? hopefully the presets can be directly applied to my implementation
yeah
no guarantees though
Would be epic fr
like
super cool and stuff
Like y'know
@subtle bison doesn't seem to be properly implemented tho. This bright light should become pretty desaturated
Aces does it right
kinda
the ver i sent is fairly basic, and the default settings may not be correct for your game
so you'll have to adjust AgX a bit for it to work correctly
aces colors always look like ass
😦
how
ACES AGX
mmmmmmmm
That ain't right
AGX shouldn't create those messed up highlights
the issue is that you're directly comparing the two without changing anything i assume
No I am
i said it like 3 times you will have to manually adjust stuff to make it look correct
also auto wasnt having any issues after tweaking theirs to fit lol
It's not that it LOOKS wrong
It may look fine
But it sure ain't doing the one thing it's best at
Handling saturated highlights
but it is for me 💀
either way, ill make it more consistent lol
its still early
just chill
ACES vs AgX with the settings i posted
uncle burrito when inconvenience:

Okay uh
@subtle bison do you have legacy aces disabled in your comparisons?
yes
Yeah legacy aces gives me similar crunching
i dont have the checkbox but im pretty sure i set it in my rtx.conf
Double check pls
i eep for tn, ill continue working on it sometime tomorrow. Ideally i want to fully implement AgXc
its way nicer 🤤
Legacy ACES VS AGX
Right now it seems to not be working correctly
Hopefully cr can do what cr does
looking forward to it boss. Glad any attempt is being made
How does skybox look with agx, is it still washed out?
Should be, yes
this is what it looks for me with AgX Tonemap (left) vs ACES (right)
all of the screenshots i've seen so far with AgX, it looks very washed out
what you mean by washed out?
it's too bright in areas that really shouldn't be. black levels are not black, they're gray
ACES was too heavy with it, but AgX is too light
you know you can tweak that in AgX do you?
yes. i just find it curious that everyone is comparing tuned ACES with untuned AgX
it just looks kinda... bad without it
aces looks bad
and so does AgX here imo
It's pretty much broken rn
Wait for cr to cook
Yes but
i rather use no tonemap
i get that you hate ACES but AgX here is 100% not working right lol
#1116089843479498782 message
fixed aces vs current agx. You can see severe color crushing
with aces
No, you have to enable the fixed aces in the conf
oh, you mean legacy?
and which config?
Same settings
rtx.conf
rtx.useLegacyACES = False
just adding that line right?
yes
hmm... didnt do anything
gets deleted from remix
so it doesnt work
when remix itself deletes it?
it could be caused by the remix version i use. i use latest from dxvk-remix fork
gmod without rtx
slowmode is back yay
also yall chill with the agx stuff, many people have told me its not implemented correctly so i wouldn't compare anything atm
we are punished with slow mode when we discuss
i would like not to speak in paragraphs
5 seconds does not lead to a paragraph lol
nuh uh
deltarune... tomorrow

I'll have you know my comparisons did have AgX tweaked
i didn't see yours at all
@modern quest I get it, you just hate me ik
I took a handful of shots and even if AgX is broke in some way there are clear improvements over ACES
i know properly implemented AgX can be good. this implementation definitely still has some issues though
it's muting colors that really shouldn't be muted
yours at least doesn't mess with black levels as much
Stock AgX is typically less contrasty with color out of the box. That's why you always see comparisons with variants like "punchy AgX" where it's tuned to be more like ACES but with the superior representations of color and lack of blown out highlights
i've never been a fan of AgX tbh, but when tuned properly i do like it more than ACES
but all of the pics of the current version in remix don't look good to me at all
Nah, even when tweaked, it's simply not working. Saturated highlights get blown out in all cases
ik CR is working on it still. not judging his work
They should desaturate
that's what i was saying
yeah exactly
welllll why'd you repeat it then lol
Yes, it's working, but auto's scenes lack any saturated brights
This was for auto mostly
But I'm stupid so I pinged you instead
dw about it

Punchy Agx 😍 tats what i use in space engine, its very good better then normal agx for me
so even if i improve the implementation, would yall prefer the defaults to be punchy? @kind kraken @modern quest @willow fog
Leave it at base tbh
Because well. It's the base
i'd like them not to be totally neutral like it currently is
because it's just not really good to use it that way
just config it for good defaults and let people adjust it if necessary
Yep
got it
started work on implementing AgXc, added some new UI elements too
cant validate if its any better yet as im gamestreaming this to a laptop with a shitty TN display
If you do printscreen could you upload it to discord on the side of the remote PC lmao
i think the issue is moreso the display lol
We could be the judges
my phone is OLED
okay
nah i dont wanna play a game of cat and mouse for 6 hours lol
ill keep adding some features and then judge when i get home to my oled lol
we appreciate your effort and suffering
any other adjustments yall can think of?
i really wanna give tonemapper adjustments a glowup
i got burritos AgX Look options
this is a rather extreme example but I think we're getting closer to the intended result?
can somone with a decent screen verify my screenshots lmao
definitely a lot better
they look like two different shades of red for me
it looks better on my phone tho
@willow fog
the red is different, but it's also blending with the light properly
Oh yeah
punchy look seems to get it a lot closer to default ACES
That looks right. Based on tons of experience with agx in blender. That's the expected result
❤️
direct comparisons should be possible now since you can pretty much adjust AgX independently from ACES to get the desired look
would i be moving goalposts if I wanted to add native HDR support?
🙂
By a long shot, yes
massive improvement, i'd def use it now
that last comparison really shows AgX's strengths, all of the highlight detail is preserved but still looks decently punchy (compared to ACES and standard)
im in love 🤤
(left: aces, right: agx)
good lawd HDRIs really take advantage of it too
Do it with the fixed aces?
isnt fixed aces just tuned for hl2rtx tho
ill test it tho
agx vs new aces vs standard
(left, middle, right)
new aces is better but it has a weird tint
agx still looks more natural to me
will u show the values of punchy later so i can adjust the settings to that?
Standard should be ignored imo. Pretty sure it's just direct srgb mapping
it actually transforms the agx lookup so there isnt any values that can be input into the UI
i mean it probably could but these are meant to be presets for a reason
you can always tweak the agx values with the preset selected as well
damn punchy looks great 😍
thoughts on agx vs new aces?
or have we reached peak
Nah. I'm sure agx needs some backend tweaking.
like?
idk i think its quite decent already. I still need to add the actual blender Look presets, but otherwise im happy
But you know what would be epic? Implementing reshade directly into dxvk remix. Like some other apps do. With the full precision color buffer access.
I know this is some heavy goalpost flinging but
I don't think so. I've seen plenty of apps add reshade as a built-in feature
I do feel agx makes things a bit over saturated if that makes sense?
Because I've never seen reshade being able to access the full high dynamic range image. Post-tonemap
you can adjust that, but AgX generally has a different tone
Do you think it’d just be a per game type basis?
the idea is to give artists more control over it, so im going to leave in punchy defaults, but you can adjust it however you want
hell i even added a monochrome look
Just add all of them why not
ye if i can figure that out, ill add it as a checkbox that disables any post-process and just expose the full raw framebuffer or something
Yeah. It would be epic. I've been crying for a good pp setup for remix
pp
says you of all people
Tonight. In her bedroom.

sure ig
lemme set the defaults to what it was in the gmod screenshots
the defaults were made on a shitty TN display so uhh ymmv
heavily recommend adjusting it to your preference
also dont forget to remove the old agx settings in your rtx.conf
veerus
btw this remix build doesnt have any of the gmod-specific fixes so also ymmv
the gmod branch of dxvk-remix is stupidly out of date so i gotta re-do that fork
sleep bro
I'm fucking dead.
where do you even put this lol
Nah. One more
for 32-bit gmod: GarrysMod/bin/.trex
for 64-bit gmod (expect issues): GarrysMod/bin/win64
what is it
what is what
I feel sleep tugging at me, my eyes half lidded as my breathing gets even.
@willow fog
I added them
note sure if its obvious, but blender uses OCIO for the AgX Looks presets. Remix does not support OCIO at all so I have chosen to emulate the looks
so there is a greater than 50% chance they dont match blender at all lmao
mfw you could use HDR sharpening filters now ez
for a bunch of games I use shaders from a repo called illium's hdr shaders iirc. Basically it uses the HDR framebuffer as its source for applying CAS or RCAS. Looks more natural to me than just using those filters straight up
i also plan to send depth data to reshade so i can use some dof effects 🤤
you will get lots of lovely viruses ❤️
if I have look set to none, is that the standard AgX setup?
yeah, but it still has some punchy default settings itself
its meant to mirror the legacy ACES look
nah non-fixed
then wouldn't I expect these two shots to look almost identical
well if you've tweaked ACES in a different way than I did, it might look different (or not)
I touched nothing at all, just turned off punchy look
every single tonemapping setting is untouched
yea, in that case, just start messing with it until you find desirable settings
you'll notice a bigger difference with highlights this time around
not a fan of punchy though. You weren't kidding when you said it needs adjusting to fit each game. You said this looks good on gmod right?
@sleek mountain yo pete, if I take a capture using a modified runtime would his implementation of a new tonemapper be reflected in the toolkit 
if not, are there some files I need to replace within the toolkit's file structure to match the behaviors
no
the toolkit uses its own remix runtime
so I could swap out the files on that? 
i forgot the specific file location, but you can just replace the d3d9 file in the folder that contains the runtime
idk if it will inheret the settings though
yeah but gmod uses HL2 RTX's existing tonemapping settings, so even for us its customized
it's supposed to inherit the rtx conf on a per capture basis
it may work then
found it, replace the d3d9.dll there
someone needs to make a github request for updating all captures to use the latest version of the rtx conf because retaking every capture is pain
if the runtime writes to the capture metadata and/or uses the existing metadata and then you'll need to replace the runtime the toolkit uses
Good afternoon gmod rtx chat
Good afternoon Xenthio from gmod rtx chat
hi
is this gmod specific or are you planning to pr this to mainline remix
i need tonemappers
i plan to PR it, but its probably gonna go to a fork first, not gmod specific tho
sorry chat i will be gone for the foreseeable future 🤓
see ya in a few years
its over
gmod rtx cancelled
deltarune rtx when

real
bro just watch the undertale + deltarune movie instead smh
why it suddenly look like cm2013
raw output before tonemapping
the intention is to let reshade do reverse or normal tonemapping so you have full precision for effects
do you guys play with ray reconstruction? i think it consumes way too much fps so i just disable it
perfect

restir? what's that??]
importance sampled (important)
who needs indirect lighting am i right?
Pumbo on the HDR Den discord server is / also intends to work on HDR for Remix. Get in touch with him
He works on Prey Luma mod, DXVK HDR, ReShade AutoHDR, RenoDX and a bunch of other things
Completely different thing
I'd be shocked if there wasn't overlap
im tweaking
Is it really not the same thing? I’m sure both are the same except for the last part of how to tone map to the display
No, what cr is trying to do is give reshade access to the full frame buffer before tonemapping so that it can work with all the colors. Really really useful for working with colors.
Outputting an HDR image for display after tonemapping is something completely different.
And I'm pretty sure HDR images are still clamped. So instead of going 0-1, they might go 0-2. (I'm not 100% sure)
The full frame buffer on the other hand is basically unclamped. Brightness values can go from zero to as high as the camera receives.
Yeah but remastering an exisiting game with a HDR mod like RenoDX or Luma does the same thing so you can get more color info other than 8-bit BT.709 SRGB just that RenoDX also is able to tonemap to your display with several options
You can disable indirect lighting in the settings directly iirc
gm gmod chat
Gm CR from gmod rtx chat
gm cr
So real
I find it boosts fps
Remix has a pretty good RR implementation unlike Cyberpunk
I despise RR in Cyberpunk
AHHHHHHHHH
Hey CR time to get back to work
how about that new fortnite season eh

dear valve, why u instead of fixing old 2012 materials, broke them
i just ingest cs2 materials for old models
i dont change anything
its valve idea to change awp color
old vs new model
mp9 have same model but different material lol
ent_fire weapon_* setbodygroup body,1 for old models body,0 to new
hmm maybe ingest and gloves materials
they looks peak
I guess since you can't see them normally they didn't bother applying a tint
who knows
unless its really compressed you should leave the diffuse maps as is
also old models don't have pbr AFAIK
they still use phong/envmap
phong in source 2
I don't know if they ported skins to rough/metal but I don't see why they would do it for models that you don't see
old models have roughness, normal, metalness and albedo maps, the fuck u talking about brooo
I recall exporting the karambit materials from cs2 and it had the envmap texture
nuh
quick! send the talon knife's roughness map
no rush bro
this makes sense, they didn't change the model, only had to make the roughness texture
but I'm fairly certain the firearms' old models do not have proper pbr
since you don't see those, you can only see them through skins and those surely have pbr mats
anyways I may be wrong so I'm going to check for myself
I can't find a normal texture atlas for gloves
mind sending the dualies?
huh?
the elites
cs2 elite, roughness on left, metallic on right
new model
yes
unfortunately some cs2 models just don't load in gmod rtx
"weapons/models/elite/materials/weapon_pist_elite.vmat" is new model, "materials/models/weapons/v_models/pist_elite/m9a1.vmat" is old model
oh
well I was wrong
I thought it was inverted envmap because of the very diffuse looking reflections but I guess valve just doesn't like shiny stuff anymore
yeh old deagle model just black
Well if you want to see how they look there's a cs2 pistol pack for mw base
I've done it but never uploaded it because to be honest they're not that good for showcasing (not much specularity)
these are my first ports, I didn't use the original materials but instead the pseudo-pbr ones from the addons, but in some cases they produce similar results
some were very over the top, that elite was shiny asf
I MAY have a screenshot with the correctly ported materials
hm what if i port css materials
here, not very shiny
i dont want ai bullshit staff
@subtle bison if you’re still tweaking with tonemapping feel free to steal my tonemapper impls, I got a bunch including my own. I also got a parametric ACES version, it might be able to give aces a more fair shot.
funny how they just bosted brightness in photoshop
holly fuck looks good
doing pbr is sort of tricky, if you want it to look good and accurate, you can't really like, automate it
Man I gotta finish my mwbase pack
like, throwing it into an ai thing
IF I COULD FIND THE RIGHT FUCKING TEXTURES THAT IS
AND THE GAME IS STILL LIKE 50 DOLLARS

one day we will get a pack 😭
Buy me the game, I'll finish it. I can't make the pack without the assets

Can't
I tried that route.
Such versions are older than the latest retail so the asset softwares just refuse to work
noob
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cordycep / husky?
Nope. Not unless you have the latest version
both are not working with 1.38/1.44?
have tried on uncracked 1.65?
just asking
why does retail is so important so cracked vers and not supported?
gamepass
Not
gaypass
then pay 60 dollars idk what to tell u
@willow fog i've talker to cod cracker
1.38 (full cracked build) is on S4 Cold War
1.44 (WZ only) is on S6 Cold War
i wish cold war wasnt so broken, i cant even play the campaign 😭
1.38 and 1.44 are MW2019 builds. He was asking for assets for MW2019 weapons
i've tried to play CW cracked on my old 1050ti
ts was 1fps on main menu
while MW2019 was running ~60 fps on medium
all the scripted sequences would desync on my machine, stuttered like no tomorrow, and my keyboard inputs would frequently get stuck
wish i could refund it
Was this like a live screenshot or did u pause the game to get a clear image, since in my experience translucent stuff like that is really grainy and not good lookin in motion
T9 engine is ass
IW9 is too. But it's way better than T9
im happy that BO6 was made on normal engine, not treyarch'es one
prob the latter
r_drawvgui 0 is peak
b-b-b-b-ut it has ray tracing 👉👈
Honestly I enjoy the T9 engine a lot mainly for how it does it’s lighting/baked global illumination
too bad i cant enjoy it
Like the neon colours there were beyond amazing
idk if my issues are just rdna4 exclusive, but even vkd3d couldnt save me
Never seen IW able to replicate it
i would run it on linux but i think the game requires online to play single player, so i would get banned immediately
i think it's more map designers credit
I remember for Cold War they installed a special tech for GI to the engine so I sorta credit that too
the reason why Nuketown in BO6 looks like 2010
because it was taken from 2010 game 
while Nuketown in Cold War looks sick
Also idk why but
The new IW engine gets sooooo grainy
From the screen space GI and especially the screen space reflections
i've found that DLAA makes best quality for reflections
but ye, it's grainy for all
And the bloom they use just, looks ugly in bo6
Tho it’s more a bo6 thing I think, the bloom in mw2 looked great Imo
Do u think for cod 2026 the engine will get a real time path tracing update?
I don't think so
but im happy they will finally stop bringing their games to old asf consoles
releasing a game in 2025 for PS4 and Xbox One is hillarius
and that means IW10 Engine w/CoD2026 would get a big graphics step forward
Personally I never got the argument they’re held back by old consoles cause like, in its current state there’s not really much they can do
It’s still that same engine from 2019, 2016 and 2013, I never really saw the issue of them keeping those games on last gen cause it’s still a huge market and still possible
I don’t really feel bad for Sony’s bottom line that people keep using ps4 instead of upgrading
huge? I don't think there is too many people still have PS4 nowadays
Well it has to be if they’re still in that last gen market
FUCK YOU
i just bought bo6 and it has all 3 problems still what the fuck
that's the 576 driver issue
yes, I know
it's on 40** too
downgrade to 572 or wait few monts untils these multi billion $ ratords will fix this issue
I have to use the driver tho because it fixes other games I play 😭
you will play CoD or normal games. You choose
heh, yeah basically
come on dude. your insult was blocked so you just circumvent it like that?
sorry
надо было на русском написать, никтобы не понял
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mw2019 is 20 bucks rn
I have 2 bucks in my steam wallet and enough cash to feed me for the week
🫡
damn
LMAOOO
by far the coolest tool i have made
i have been thinking about this for months
it destroys engine performance very quickly tho lmao
there is a reason why i didnt spawn it on the grass
free plants
works with lights too
Rtx light comeback???
nah just one i added in the asset replacement lol
i tried to bring rtx lights back a few days ago but its still unstable for reasons beyond my knowledge
what are those boxes?
Anchor meshes iirc
is that construct remastered or whatever
i can never get that map to work
what pbr pack are you using
yeah but still glitchies
My own
you have to enable map fixes in the rtx spawnmenu
after that its fine
yea
i meant it's doing culling issues
guh there is no culling issues
unless you're using an older ver without culling patches
yes enable map fixes
its not a culling issue
its a engine bug when a map has too many faces
huh you do have some culling issues in your video

the culling on the shadows?
0:58, light is leaking into the hallway
and that
odd, i dont get that at all
might be worth re-doing the binary patches
ok dont follow that actually
lol nrc sucks bigest balls in the world
?
this shit breaks reflections, performance, and sometimes lighting
nrc pool 44 fps
restir 66
tryingn ow
back up your rtx.conf
so fixed?
ur gonna
after so long
this one is weird lol, i dont even know if this is culling related, im assuming you're using the HDRI mod to light the map?
im about to see if i have the same issue
ye so far it looks fixed to me
Yeah HDRI skybox
For those who ask why agx instead of aces
It handles bright lights very well
AGX vs ACES
burrito can u send the tux dog for me





