#Garry's Mod
1 messages · Page 80 of 1
Can we get an agx build with gmod fixes?
ye its all gonna get merged into that repo or another one
dxvk-remix-forge or something lmao
-_-
hmm i still see specular, so i guess its a remix texture streaming bug?
not a gmod rtx prob for sure
turning off the sampler feedback on texture streaming just quickly fix
why is the whole image underexposed on both
oh night hdri
Game paused
The dark menu background thing
bind r_drawvgui 1 and r_drawvgui 0 to different hotkeys, or do the bind toggle thing
lets u pause the game without UI
none, im using normal gmod rtx build
ah
@subtle bison
i got no idea, its like part of the wall isnt blocking any light
but also this map has the 3d skybox right above the map so its just cursed in general
would need a hammer edit to fix its issues
Now idea how to suspend it in air
https://mega.nz/file/v4gARK7L#Lg_LZaWNVTkppHiKjeWnCPfUF3NHexXIg0-xdIzoClI
Here's the WIP of the construct Remaster RTX project.
try enabling triangle culling i think that should fix it
Out of VRAM I think
my vrams
gm chat
gm cr
i had to put a pause in the remix integration stuff, couldnt figure out a way to get reshade to properly bind the 16-bit buffer
ill probably need to see how renodx does it
aight
Fuck yeah
chat it does not compile 
FUCK Yeah
will be fixed, i think i force merged some incorrect files lmao
i hate updating forks 😭
finally
gmod uncompiled rtx
looks like the newest dxvk commit causes my game to crash immediately in my driver
@willow fog this may be a AMD specific issue so can u see if this dll crashes ur game
Eating rn
ok yea this is a dxvk-remix issue itself, even using the action build crashes my game
yayy time to make a github issue
looks like its this one
https://github.com/NVIDIAGameWorks/dxvk-remix/commit/1034f615757b34618e4fee5ce8d20d6a7121e4ef
lol why brick texture looks so pixelated
oops sorry i'm back do i only need to download this and put it in win64?
some map im subscribed to changed the texture
i think its ultrakill gm construct
ah perfect
kde user spotted
my dad has participated in qtcon many times so
only fair to use kde you know
i didn't even know the library wasn't a web page
well
it uses chromium framework, so it has web page elements. but it's not all a webpage
cef my absolute wretched
unlike the store?
yeah. store is really just a webpage
wow its cool
launcher should automatically pick it up
uh i can't seem to fix this artifact with agx
i'm pretty bad with these settings lol
wait what
how did it break like that 💀
it works fine for me with the stock tonemapping settings the compat mod comes with
mine was already messed up
because i set it to work well with aces
but now it's borked
almost fixed it
maybe just copy mine?
huh
i fixed it
uhh actually agx settings were affecting it
the tuning mode sucks because it doesn't actually show how the tonemapper itself will affect the image
someone pls fix
ur rtx.conf is cursed, i think i remember what to remove to fix it
uh disabling triangle culling fixed it
rtx.maxPrimsInMergedBLAS = 50000
rtx.numFramesToKeepBLAS = 1
rtx.minPrimsInDynamicBLAS = 1000
also maybe switch to the newest compat mod rtx.conf :3
these are the same
ye remove them
i enabled minimize blas merging with triangle culling enabled and it works without deleting the world
agx looks gorgeous
are ya gonna make a pull request to add AgX into the main repo?
prob, dont know if how I implemented it is how they want it lol
worth a shot at least
me when i'm rich
skeleton implementation, but i think i can get it done
hopefully using the fidelityfx sdk wont be too much of a pain
Native fsr support?
Will it require and amd gpu
yes
no
Kewl
no FSR 4?
Would anyone be free on helping me setup the rtxlauncher for my Gmod idk what step I’m messing up on but most time I get an engine error or the game freezes in loading any map
successful people irl: gmod rtx
gmod rtx
gmod rtx
gmod rtx
try disabling all addons and see if a map loads
Well I’ve gotten from being stuck at loading Lua to now it being stuck frozen with a black screen in the map as I can hear sounds repeating
What’s also weird is the launcher isn’t allowing me to enable RTX on inside the launcher
I’ve attempted using administrator and without it but the option is still greyed out
pretty sure that doesn't do anything
Ah okay gotcha
Should mention my mods are just gun mods cause I figured addons that change lighting or textures would conflict with the rtx launcher
With the xenitho rtx fixes and niknaks addon enabled still
Unless that addon is no longer needed now
what gpu do you have?
Rtx 5070 TI
50 series
it's over
Yeah I’m stumped even after doing a fresh install of gmod with no addons I still get the same issues
so doing exactly this gets you a black screen?
Indeed
Either that or I get a little box pop up saying engine error with an empty prompt
guh
maybe reinstall your vanilla gmod and then do a clean gmod rtx install
and maybe try the x64 branch of the game if not already
so you're not using the quick install button in the main page of the launcher?
(it only shows if the launcher is in a empty directory, ideally not in the same place as your game)
The launcher is in the same place as my game
But it doesn’t do anything to the game when I launch through it
It only adds the rtx features after I download those patches for me
i guess this is my fault, the instructions dont mention to not place it in the same place as the game
Unless I’m doing a step wrong I couldn’t really find any guide for the new 64bit launcher
but yeah dont put it in your game folder
Ah okay
gonna update them now lol
So I just place it a folder on its own or on my desktop than
yep
Gotcha thank you so much
and assuming your vanilla install still works, click quick install and it will do everything for you
Gotcha I’ll let you know if anything happens than
Should mention I placed it in my Garry’s mod folder as I assumed it worked the same as skrupptys launcher
i think skurttys just made a copy of the game in a defined folder, where our launcher creates the installation wherever it's placed (by symlinking files), which was probably overwriting vanilla files when its placed in the same place as the vanilla game lol
Hey it works now
Huh
I assume my rtx menu shouldn’t be capped at 486mb of VM
Cause in hl2 remix it’s at 8600 something
you might have another game or vram hungry app open
remix dynamically allocates whatever is available
Yeah ima restart my computer I’ve been at this for like an hour straight while playing Tarkov
Yeah my video memory usage is still capped
It says 1645/486 MB used up
But that can’t be right when on hl2 rtx my max is at 8000+
i think the wrong gpu might be allocated lol
does DLSS show as an option in the remix menu
It’s there but I can’t enable it
yeah remix might be using your integrated graphics
Ah gotcha my nivida setting I assume?
if you're using windows 11, it's here
are you using x64 or x32?
X64
ah ok, just checking as x32 has a different exe to add to that setting
can you send the remix log located here?
for your folder it would be ./rtx-remix/logs
sent you a FR just now
sorta getting there
added the sdk and stuff, just trying to get it initialized correctly
been fun messing with the settings and fine tuning it as i go
also the shadows being on the rebar spikes is crazy to see
@winter radish
Good evening rtx gmod thread
Good evening Xenthio from rtx gmod thread
la creature

not a gmod rtx issue
I reckon it launches as-is, so it probably is
only happens when before loading the map. or during loading it
well it says out of space
is your disk full?
this map works fine on remix, I've tested it multiple times
give him 2tb of ram
not vram
1.7TB free space
I downloaded with gmpublisher
probably a bug with the engine: https://github.com/Mauler125/r5sdk/blob/e718e512a7dbfda8b65ce57b4594eb8d8dbc00e4/src/tier1/strtools.cpp#L739
its saying the path or string buffer to hold the path is too long
windows also has a 260 character path name limitation, so if its trying to build some long path, it might be running out of string space for the path. that path looks really long
how's da performance in this map
I’m so done with NVIDIA, I’m switching back to AMD, that RX 9060 XT is looking nice
Pfft
noob
ty 🙏
The drivers have been a nightmare 😭
i was very surprised to see how polished the RDNA4 drivers were on launch lol
except for 32-bit remix games but i think u got that issue to the right people
AMD is aware of the issue btw
Also, I feel like there should be a space between FSR and 3 or just FSR, idk why
But I feel like just FSR would work better because of FSR 3 and 4 sharing the same dll
ill polish up the UI once i get it working
works on my machine :^)
If you ever need assistance, I could probably get you into the Vanguard server where AMD devs might know more
the 50 series launch has been a disaster
indeed, and people didn't like that NVIDIA made two new 8GB GPUs
not even a single 12GB
Scratch that, they saved 12GBs for the 70 class card
4070 still reigns supreme
4090 performance*
*(only with dlss and 240 generated frames)
I hate they keep going "look at these high frames" only for it to be x4 fg
I suspect AMD will do the same with FSR Redstone
or 12gb at least
no
yes its called full resolution
Nah, 12GBs, we're not exceding 12GBs currently, I don't even excede 16GBs at 4K
in DOOM Dark Ages, I use like 9GBs at 4K Maxed out
its doom
fair
objectively its not, but we need agnostic upscalers that arent locked in by vendors
i say 16gb as the minimum for creatives
for AI or 3D
what about that like, 60 series
16gb gddr6 isnt that expensive
It depends on the model, FSR is a hybrid model of Transformer and CNN which is why it sits between the two DLSS ones
like the 6000 pro or whatever
At that point you get a pro card with more VRAM
i dont really care about comparing them, i just want all of them to available in the games i play
AMD needs to get that Vulkan support out
the point is that 16gb should be more than cheap enough to put a 60 series car
there is no reason to do less on that series
Also yes, it's Native AA
That's the FSR solution
you can always force it via a bunch of methods
Can't you just do overrides?
i can never figure out the overrides
ive tried nvidia profile inspector
also wtf happened to ansel or whatever
and freestyle
i feel like it doesnt work on any game i play, despite saying its supported on the website
i believe ansel required implementation on the dev's side to work, iirc its just freecam and a bunch of filters to take screenshots with?
its cool but i dont think its been maintained in a long time
sadge
struggles
How good is your 9070 running gmod rtx? Wch nvidia gpu ite equal to in RT?
good, i'd say about an RTX 5070 Ti when using XeSS 2?
Damn your stronger then a 4070S in RT
Only needs fsr4 and something equal to RR on Amds side
flatgrass gets like 300fps with DLSS quality iirc lmao
ye hopefully AMD's RR will be VK
Yea when that comes AMDs gpus will be on ma radar again, last amd gpu i used was 580, was a beast still have it
I got used to no RR pretty quickly
you will still notice the lack of motion clarity when shadows move though lol
AMD announced RR: Ray Regeneration
Yea that bothered me alot before RR was a thing so i dont think ill live without RR in remix 😅
damn hopefully CR can implement tat when it comes hehe
Poor CR, he’s now the new nukem
🥲
me when i switched to AMD and couldnt use the toolkit
and here i am trying to get native FSR 3 lmao
Meanwhile AMD is still on the fritz of touching NVIDIA code
He made his own 

@subtle bison where do i get agx at btw
right now its in the gmod dxvk-remix repo, but the dll i sent here earlier doesnt have any gmod-specific changes which is probably preferrable
#1116089843479498782 message
is that one fully funcitonal? i thought there was issues with it
weird, putting in the d3d9.dll causes my game to not hook
did you replace the bridge.dll d3d9 by accident?
is that the one next to the exe?
next to the game exe yes
whoopee i love this error
wait
ah yeah i think its because we have a custom d3d9.dll already
no we dont
i dont know whats causing this
oh
exposeRemixApi = True is breaking it
guh
after deleting bridge.conf it works... but we need the conf for all out dynamiclights
maybe just isolate the flag that breaks it?
agx shouldnt introduce any breaking changes so im not sure why you're having issues
are you using an older version of remix with your game? there could have been a regression causing the crashes
im using 1.0.0
in logs?
maybe?
you'd probably have to comment out stuff one at a time if there is nothing in the logs
try the latest action build and see if it causes the same issues
mine was based off the latest at the time of that day
no issues
aces vs a modified agx
guh what is this
https://github.com/1peng2333/RTX-remix_GMod_Package
damn
more optimized RTX remix?
An outdated version it seems
Doesn't even use the latest Gmod
im pretty sure its just a collection of files from the old way of installing remix
Maybe it's a stolen files
guh
it just has engine binaries to downgrade the game, i dont think its really an issue
gmod used to use hl2.exe
we used to ship patched/downgraded binaries ourselves for x64 for a bit, so its not out of the ordinary to keep them on github
finally
dev_monitor water dont looks like shit
i can now change speed of animation
direction
life completed
cool i didnt know that worked
dxvk.conf?
no dxvk-remix-gmod
it was probably from the changes in the mainline branch
we were 2 months out of date until yesterday
you can update the remix build in the launcher as well
yea i did it RN
agx included?
yes its in the release readme
wth why are 16k textures just crashing the game all of a sudden, used to wrk before
as soon as i get to that texture remix crashes
map please.
16k textures
im surprised they worked previously
3 AM here
yea they wrked remember the flat sand map where i put 16k textures?
oh yea
i even put like 4 of them in wild west mines 😅 my vram was dying but it wrked
if you use the previous dxvk-remix-gmod build, does it work again
https://github.com/sambow23/dxvk-remix-gmod/releases/tag/63d4a8c
imma try it later since i changed da 16k texture into 4k
not textures just 1 texture on a flatsand map, so i can use it for screenshots
tbf that texture looked delicious 🤤
it looks fine to me?
maybe its a RR/DLSS thing, im using TAAU
oh yea its a RR issue
i disabled it now theres no noise
just like i said
ouch that looks bad
i dnt remember this disocclusion setting being here
idk wat it does, doesnt seem to change anything
looks like someone from nvidia need to fix this
in this case its not ray reconstruction, more like eyes deconstruction
yep
Table
#general-remix message
does it still happen on the CNN ray reconstruction model?
I haven't tested it with CNN
for me yes
verified that issue on my end too
hl2rtx assets gettin a lil freaky
ye\
oh table of the skybox, what is your wisdom
takes forever to stablized without transformer D enabled, with it enabled its instant
Uhm
@subtle bison weird issue
The game runs fine.
But when I inspect the weapon, the game goes sub 20 fps
It’s so good looking, it dropped the frames 
maybe a lua bug? what weapon base is this? arc9?
ye
ill mess with it when i get home
@willow fog hey man you still need proper 2019 dumps?
YESSSSSSSS
I remember the mega archive not having metallic for some famas things and so
It didn't have metallic for anything
Game is on high seas now
Pre-ricochet
Havent tested myself but exe dumps can be made
At least I saw a MWII beta dump today
Beware its the full 190~ gb
At least apart from dumping stuff you can play it
Yeah I found a new version. Downloading it. Will be done by tomorrow
I don't regret anything
fumo got drip
Think thing I’m most impressed by this wanted to see how this would affect the HLsource maps
And it works pretty well actually a lot of the narrow hallway entrances and dramatic opening doors uses the shadows and god rays perfectly as they slowly open
Yeah but just loading in a normal gmod map of it and it working pretty well is cool imo
And rather mess with that more
any of yall know a map where lightupdaters are buggy?
trying to see if i can improve it a bit
i thought some of the point insertion chapters in hl2 had issues but I guess I fixed them?
ok d3_breen_1 had the issue a lot, the solution is to move light updaters from being stuck out-of-bounds to in-bounds so they are in the PVS
this should fix a lot of instances of light culling
also added the ability to add lightupdaters to lights that dont exist in the niknaks map bsp data (the purple ones)
this fixes a LOT of issues
what is that
modern source doesnt support gpu skinning since the fixed function renderer was deprecated over a decade ago. We have to manually reimplement that entire system using engine hooks
next release of gmod rtx fixes will include a forked version of destructable glass
i've implemented a bunch of stuff to tweak how glass breaks
like shattering from point of origin (bullet or physics object), velocity (how far it gets pushed when impact hits it), different strength settings with presets
pls include a glass material replacement like you did with water
ye it will be included
🔥
it was never broken, this is just a addon that lets you spawn breakable glass entities
it does also replace the original source engine breakable glass entities
better demonstration of the velocity system
the type of weapon you use will heavily impact how the glass shatters
We should all just play Gmod RTX Horror together
bro i think i got the wrong copy of hl2rtx
😬
the avg gmod arg
Wasn't there supposed to happen a TTT event here in Gmod Rtx?
Got forgotten
What are yall using for the cod gun system
Alr
is no dlss a side effect?
game also crashes when I attempt to load a map
it gets passed all the loading processes but when I actually spawn in it freezes up and crashes
by any chance do you have a amd cpu with a igpu
i think the newest dxvk i pushed tries to use amd graphics if it sees them
its a leftover from some testing i was doing and i forgot to remove iit
ye open the launcher, go to Advanced Install , iirc there should be a dxvk-remix section, there should be a dropdown box inside, open it and find 63d4a8c - 3
once you find it, press install
hu, so I think this an issue Ima just have to figure out myself, so when I install, it says everything is installed, but then when I run it, it doesn't work,
so I closed the gmod thing and re-opened, it doesn't seem to save those settings
however I recived some info from windows defender, it's blocking every remix file known to man right now for some unknown reason
so I'm gonna have to figure out whatever the fucks going on there
fucking Bill Gates shitty ass windows 11
it happened to me too
Bill hasn't been with Microsoft for years
i forget windows defender blocks remix files
i added a exclusion rule to my entire C:\ drive so i never experienced it lol
I'm bout to disable windows defender in a minute omg
alr
got it all sorted out, still not working though
what isnt exactly working
even with the older remix build?
I even tried to set it back to xeniths patches
it seems not to save the changes I make, and claim to update them but not actually do it
and yes I am installing in adminstartor mode
the patches dont control that, you only need to change the remix version, messing with the patches will just break the install entirely
Yeah those didn't work either, I tried those first like you said, but heen that didn't work so i tried the patches
gonna make another fresh install, see if that works
if downgrading your remix build didnt work, it means you need to set the preferred GPU in windows
come to think of it I did just update windows
so
maybe Bills Shitty ass update broke everything
are any screens connected to your igpu? if not, just disable it in device manager
yeah that worked
I tried using control panel to force nvidia gpu but it might as well be the best to just disable the apu all together
It did really suprise me though when I enabled gpu usage to force the system to use the card, and it still ran off the apu
bill gate found a way to ignore the nvidia control panel to make things more difficult ig
its been like that for a while, you have to set gpu preferences in windows instead
not my pic but this is where it is
we should lowkey find a way to get valve to own windows so they can fix ts
well, dlss is working and I'm not at max vram in the menu
so it's looking pretty good, but also for whatever reason it won't let me access graphics preferences because bill gates is just a piece of shit, so I'm just gonna keep it off in device manager
SteamOS doesn't have this problem

I on the other hand, have an ancient CPU with no graphics
i really need to pull the latest dxvk-remix-gmod build 💀
anyone with a amd igpu is gonna have a bad time
Wdym? I'm sure a 2CU RDNA 2 iGPU can handle Remix

I'm not suprised
Gabe the Goat Newell isn't a dumbass
Gm chat
💀IGPU on remix? o_O
is this with volt
i remember having a problem with destructible glass and it where it'd fail to give physics to some glass because of something something 3 points and hulls
nope, normal vphysics
Nothing new, all handhelds have iGPUs
finally got legacy aces and agx to match without having to change any remix tonemap settings, can finally do a direct comparison between the two
(left: aces, right: agx)
🤤
agx my beloved
new shatter algorithm
cleaned up networking
so smooth now 🤤
next is making the glass break away with the player without stopping them
thy pistol is not pbr
we need someone to make a PBR pack for the default guns
if i get finished with this i might take a stab at it but idk im ADHD
I hope you find a way where smaller pieces of glass shoot out in both directions when shot and create a nice hole
Like how it is in cs2
Install juniez model replacement prob
yea i've been trying to replicate that, but doing it all in glua is killing the game lmao
can we increase amount of pieces?
yea i already made the limit twice as big compared to the original addon, ill see if we can do more but the engine is starting to lag with so many clientside physics props lmao
You forgot to mention lua also slowly killing you
🙂
"🙂"
check moddb rtx files
maybe we do a gwater2 and do our own calculations in the binary module 🤓
because i dont want to put too much time into a novelty feature
unless im like super psyched on the idea
can you test it 
lol
does jolt improve it or something? ik jolt works with remix but i guess ill see what happens
this is physics, not rendering?
it generally makes physics better but it causes some problems with procedural glass last i checked
why this shouldn't work with remix lol
sometimes when it generates glass i think it creates physics that jolt doesn't like so you get floating immobile glass pieces
(they still have collision if i remember they just don't move)
looks like my changes fixed it?
its a lil buggy compared to vphysics but it largely looks the same
volt + remix is a pretty cool combo i think 
too bad a lot of stuff still buggy or broken
you're replacing two of the biggest parts of gmod (physics and rendering) with much more complex and modern implementations
vphysics jolt enjoyers be like
bruh
the jolt physics makes the glass aggressive towards the player lol
What is this glass addon based on?
I mean, that’s infact very accurate
its a fork of this
i wanted it to be a little more realistic with impacts and shattering
You’re telling me you’re gonna shrug off running head first into shattering glass
🙂
This is why volt is W makes the experience more realistic
the intention is to make it more like a action flick where if you run into glass, it doesnt completely stop you when it shatters
i just noticed each time i run into it, its making a player-sized cutout in the pane lol
awesome
realistic
in rl u cannot just run into the glass and don't break ur face so this is realism gmod now
You'll break your bones and then be shredded with shards
mmm the kicking is satisfying
it's like hla glass
i did all of this because i didnt want to fix the normal source engine glass shader 
lazy
fuck it we get realistic HLA glass instead
I’d actually expect glass to behave a bit more like S1 ngl
ill add a toggle in the rtx spawnmenu that toggles the replacement glass
so i fixed the broken shader for normal glass entities but the UVs are cursed in remix
😦
That is indeed cursed.
ill fix the remaining shards but i dont think there is much I can do here
does inspect just not exist for arc9
i cant figure out how to enable it, i tried pressing R with a full mag like mw base does, but nothing
OH
that works thx lol
no issues here
also found a cvar to disable the dx9 warning
arc9_ignore_dx 1
im gonna set this and a few others in the next release
ADD IT TO DEFAULTS
lmao
did u ever figure out a way to fix scopes
if i disable the black texture on the scope, whole gun dissapears so i assume thats the albedo
Might have to do something with replacements
yea ig
dunno
ok i can reproduce it
its decals or skins over the gun
which dont work correctly anyway
hm
oh the irony
I love VC messages they always contain the funniest shit ever. Should probably look into my old commit histories, I wanna see my previous suffering.
CR what do i do if the rtx launcher doesn't want to create an install folder in commons/GarrysModRTX?
idk, maybe dont create an install there?
anything in program files can have read/write issues if permissions aren't correct, so it's better for it to be on another drive or your user folder
bruh
alright but i mean you should probably try to fix it somehow (i don't know if that's possible, sorry if it isn't) cause most people are just gonna make a copy of the gmod install inside the commons folder in the default program files folder
why would they need to make a copy? the launcher makes a symlink of your vanilla game's files except for anything that will be patched, which gets copied instead
i can update the instructions to be more specific if that helps
this isnt something that needs to be fixed, it's not meant to be ran in program files
aaaahhh uhh i didn't know that i haven't used the launcher in a while lol
all good, i need to clarify this in the readme anyway
ok alright then i'll try it again
whats agx?
It’s a tonemapper that behaves better in a mathematical sense
That said lottes is still optimal, just use an s-curve later (ooh, hot take)
And visual
Uh, no, not always at least
It has to strong of a tendency of not preserving saturation. That’s not good.
I’d say hue preservation is its strong suit
Yeah it desaturates bright colors
Which imo looks really nice. Because an irl camera would also do that when overexposed
Yes it would
The dynamic range is way too high on production cameras
It’s not “one bulb” desaturation. It’s the fucking sun desaturation.
Point is, it’s not perfect.
Just use minimal tonemappers and color grade
I'm a poor guy and the best camera I have is the one on my phone. That's my frame of reference
If only I could
That’s not a good frame of reference
That's a natural frame of reference
I've never even seen a red camera from a distance
Huh
Okay
Anyway, just integrate over lambda. Solves like 99% of saturation preservation issues.
I suppose
desaturation happens mostly (but not only) because of bright colors being clipped, so they naturally desaturate (so, like a clamp)
If a, say, neon-like bulb shines like that, it will not ever desaturate, since it doesn’t emit anything but a single wavelength.
So here, aces actually reproduces the color more accurately.
OKLab is a color space
You could use it tho, like rein in L, nothing in an and b.
omg lambda like half life
cut off his balls
nah aces looks blown out
you can see how much the color bleeds at the brightest part of the lamp
cameras dont do this
crowbar noise
Yeah, but aces does work better here in terms of replication
no it does not lol
Yes it does
You showed the worst case scenario for agx what did you expect
It looks pretty to the right near the sun, but the center sucks ass
Anyway use rein or lottes
best case scenario*
remix's legacy aces does not remap colors that are outside the 8-bit buffer correctly at all
Uh, no
You’re showing a monocomponent light
That sucks for AgX all of the time
I do know how you could improve it though
You could try desaturating before, resaturating after
Maybe with an oklab transform since that looks very nice
remix's tonemapper is nowhere that advanced
Doesn’t need to be
oh i misread
A tonemapper is a fancy name for “not clamping and like a sigmoid”
Well, if it’s “filmic” anyway
Also, no single tonemapper will look good always (that is unless it super basic >:)*
gonna see what I can do in lua for drawing eyes
https://wiki.facepunch.com/gmod/Entity:EyePos
https://wiki.facepunch.com/gmod/Entity:EyeAngles
these can get me the pos and angle (as seen in the pic), but its not really accurate, maybe i can go lower-level?
Returns the direction a player, npc or ragdoll is looking as a world-oriented angle.
This can return an incorrect value in vehicles (like pods, buggy, . . . ). This bug has been fixed in the past but was causing many addons being broken, so the fix has been removed but applied to Player:GetAimVector only. Issue Tracker: 1150This may return local...
I've had eyes work sometimes
ye if you use the portal rtx stdshader_dx6/7 files for x32 they sort of work
but they dont animate because studiomdl deprecated fixed function a long time ago
no because I believe it's on a specific model
well if the model uses fully modelled eyeballs that makes sense
but we're trying to fix the ones that usually use shaders to render
so 99% of models
it's odd because it's in a hl2rp model pack and I think only one of them does it
unless they decided to use fully modeled eyes for one model and none for the rest
uhh I can look
holy moly 800mb
models/cellar/characters/city3/citizens/male/c3_male_14.mdl
models/cellar/characters/city3/citizens/male/c3_male_15.mdl
these two do it
ty, ill check em rq
models/cellar/characters/city3/citizens/female/c3_female_05.mdl also does it
so does models/cellar/characters/city3/citizens/female/c3_female_12.mdl
ye i see why now
they're static
they dont respond to the eye poser which means there is no bones
so they dont use shader rendering
I wonder why the other models dont have eyes
because they probably use shader rendering, maybe these specific models werent meant to be used?
these same models are used in their metro police models as well
yep they do
still weird only some of them dont lol
interdasting
I thought I would bring it up since it seemed odd
odd to create rp models that dont have posable eyes
do they work in normal gmod?
anyway, hopefully i can figure out something for the eye stuff, i already tried replacing the actual eyerefract shader but it was too complex for me
ill test normal gmod
oh weird
so they do work in normal gmod, and the eyes can be posed
guh
fuckin studiomdl 😭
well if i do end up fixing eyes in lua, im gonna have to make a new eye poser then 🥲
yeah idk
potentially dumb question; how possible is it to get the hl2rtx models working in remix, like how the other textures are mounted
they already work, for anything that isnt a skinned mesh, so a lot
if you have the newest launcher, just mount hl2rtx
the weapons work?
no, those are skinned
oh
anything that has bones is skinned, so NPCs, ragdolls, weapons
we are not able to extract those skins?
you'd have to implement gpu skinning in the engine, xenthio already tried it i dont think we got anything working, its a very difficult thing to implement
so its not something where you can just take the materials and slap them into a mod
no, the only thing remix can replace is the textures of the mesh if you dont have gpu skinning
so if we wanted the skinned hl2rtx models without using remix, we'd have to replace them in the engine
but like i said, props work fine, which is most of the model replacements in hl2rtx anyway
interesting, is there a reason why that is
i dont know the exact reason other than valve just making it like that
im sure there is a more technical reason but im not equipped with the knowledge lol
hl2rtx can do it no problem because it was made in that remix?
but you can't take those skins and apply them into other remixes
so when i meant by skinning, its not like the definition you're thinking of

skinning is rendering the meshes bones directly in fixed function by the gpu
iirc
hl2rtx, and the other official remix releases can do this because they reimplemented gpu skinning back into the engine
quite a bit of heavy lifting by the gpu
incredible tech
I was just hoping we'd be able to extract those materials for the weapons and the such
like SSS is useless because nothing uses it in gmod rtx
i mean you can do that
you'd just need to extract the .pkg files from hl2rtx and then find the .dds texture of the asset you're looking for
oh thats what I was asking if it was possible to do
then put it into gmod
or is the gmod part not possible
you can, you would need to use the nvidia or blender toolkit to apply them to something though
so if you had a workshop mod for the hl2rtx weapons, you'd just need to apply the PBR materials to those
they should match up as long as the mod author didnt wreck the model UVs
doesnt HL2RTX have custom weapon models though? I have to imagine they likely have custom UVs, so it wouldnt be easy to just slap the weapon textures on base hl2 assets
i meant if you ported the hl2rtx viewmodels to gmod, as long as the UVs are the same, it would be easy as replacing the materials in the remix toolkit
Oooh
I see, can the viewmodel not just be done in remix? Or is that what the skinned mesh discussion was about?
yeah they're skinned meshes so they cant be replaced in remix
so you would have to port the model to source itself
Strange, I just thought when model swapping in remix, remix just associated the imported model with the originals render calls, so it would see "hey this asset is being called use ours"
that only works if the model hash is stable, and unfortunately for skinned meshes in gmod, they're not
here is a visual example, my gun and alyx are constantly changing colors, that means they do not have a stable hash
but if i spawn the radiator prop, they all have the same color, so it has a stable hash
the difference between these is that my viewmodel and alyx have bones (which means they are skinned), while the radiator is not
Got it, so thats why they dont work
Wow even the ground aint stable
ye idk why brush geometry isnt stable, but i added a anchor mesh system so you can still add lights to maps and stuff
tf
Cool
I wonder if and how they resolved some of these issues for hl2rtx
i think they're using a anchor mesh like us for spawning lights or additional geometry
the only things they modified in their source engine is skinned meshes, removed culling, and NPC eyes
maybe there is more but those are the standouts
Oh yes
Ig it's was added recently
Because I've tried to find it half of year ago

ok well it returns an output but it doesnt seem like its upscaling yet
far better than FSR tho lmao
@winter radish

What happened with FSR?
i couldnt ever get it to initialize (gpu driver crashes, weird extension requests, etc), also was much more complex just to add to remix
Don’t worry, I’ll get my megaphone and shout at AMD to work faster /jk
if i get this fully working im probably not going to bother doing FSR as i spent 2 days on that and got nowhere
im only doing this because optiscaler is now broken with remix
upgraded to a i5 13th gen, 32gb ddr5 and pcie 4. finally out of bottleneck territory 💀
It’s broken? 
ye this commit broke it
https://github.com/NVIDIAGameWorks/dxvk-remix/commit/1034f615757b34618e4fee5ce8d20d6a7121e4ef
gmod crashes instantly if optiscaler is present
i tried reverting it and future commits based on it, and while it goes ingame, a lot of rendering stuff wasnt working correctly
i think i'll need to make an issue on optiscaler's repo but hey why not add native xess 2 while we're here 
Broke AMD cards for awhile, Broke Steam Deck support, Broke Optiscaler
Wanna tell us something NVIDIA
Fastest implementation ever
all in about a hour and a half

this is like 0.1x the amount of commits compared to fsr lmfao
Another God has been born
I’ve thought so considering I could actually understand the documentation compared to FSR 😭
iirc I mentioned it should be simpler
Intel doing great stuff fr
cant wait for vulkan fg
Honestly not surprising since AMD will start doing the same
I guess ML FG is just better
@subtle bison also since it would probably take awhile for Remix to merge it, I could give you access to the custom P2 RTX runtime fork to mess with

isnt it public?
No. The mod isn't
oh
We have a private version for experimenting with as to not mess with Xoxor’s
Maybe when we’re closer to a demo release and have more assets
LITERALLY IN 2 HOURS WE HAVE A PERFECT XESS 2 IMPLEMENTATION
That simply does not matter to me
IM ABOUT TO CRY 
I want to see things
Shut your yap
no
this is fuckin huge 
Well actually
That's pretty cool
I can't say it's huge for me since I'm a based Nvidia user but
Need in P2 RTX also fantastic work 
If it gets merged into Remix I will bother the Portal RTX devs and Half-Life 2 RTX ones till they update to it

im def gonna pr it
In that case, I could probably take a look into bringing over the code myself to P2 RTX
once i push my changes to my repo you can take a look
Hopefully the older Runtime we’re on doesn’t effect things
I notice ours has broken RR for example
I'll need to verify those claims

I'm interested. What can I say
I’ll get you a key later when I’m also getting the one for Intel
We do have some Intel user testers, they should get hardware acceleration which will look comparable to DLSS CNN
If not identical
i missed this so much 🥲
143fps @ 4K with xess ultra perf
i forgot how well it scales at higher resolutions
it looks native 🤤
Why tf is Ultra Performance that sharp on Software 😭
FSR 3.1 could never
🤤
this is why i love xess
tho anything without motion vectors looks like ass lol
look at the power lines
Kinda weird considering it uses Motion Vectors to upscale, might have to see how Intel cards look
it wont change probably, dlss would have the same issue
this is a gmod rtx issue since world geometry has unstable hashes (so no stable motion vectors)
anyone else keep seeing this? i think its a bot
or a very shy person, they have been doing this for over a week
You take that back about me beloved DLSS

they both use motion vectors lol
no, they've written here a lot before
maybe dlss can clean it up better but they will both suffer without motion vectors
maybe their account got hijacked? they always type for about 10 seconds and then it doesnt happen for a long while
apologies if it is someone, just something i've kept seeing
that's not usually how bots work afaik
we'll take care of it if it ends up being a bot
Ohhhh, without

lol all good











