#Garry's Mod
1 messages ยท Page 81 of 1
devs nowadays should put Xess in place of Fsr 3 if they want people with other GPUs to use upscaling
resolution slider ๐ฅ
fr, at least until FSR 4 comes to vulkan
There's a game I've been following and the devs decided to put Fsr 3 instead of Xess, dlss4 and fsr4 just cause fsr3 will work for all GPUs like bruh
wow .35 is surprisingly usable at 4K
which is funny because XeSS 2 works on everything but looks like FSR 4
damn I wonder how good it looks on Intel GPUs since they use ai cores for Xess
guess vulpes will have to find a intel tester to try it with
since im using the sdk/plugin method for XeSS, it should automatically use the intel render path if a intel gpu is available
We have two, one Arc A770 and one B580
Btw that games name is broken arrow, gonna release in 5 days, the devs recently in steam Q/A said that
XeSS does look worse on non Intel GPUs though
still leagues ahead of FSR 3.1
I wonder if one day Intel plans to use iGPU to handle the scaling using XeSS, would take the overhead off the card
But then again that sounds expensive from a transfer standpoint
Seems like a neat idea though
when I add something to "raytraced render target texture" in game setup (specifically the cameras in the og fnaf 1 map I havent tested anything else) the cameras work flawlessly, however my playermodel becomes visible to me, what causes that?
Don't do it cr. Ask for a key first.
Well. Jokes aside, @subtle bison is it worth trying to add features to remix yourself
raytraced render target texture
u can mark ur playermodel as playermodel in remix
yeah, but its already hidden in the default confid prior to adding the texture, so why does it become visible again when I mark a texture as a render target texture?
yea its a known issue
i couldnt find a workaround
dang
I also noticed by default the player texture seems to be ignored by the lack of player shadows, is there any way to auto assign player models to "player model texture" instead?
or do you hide the player model engine side?
no they have to be manually tagged in remix
got it
when you enable pseudoplayer, reload the map if you dont see it
if im understanding the issue correcctly
how do you enable or disable that?
oooooooooh I see
and after messing with the render target textures I already know most weapons arent properly selected as player model textures yet, maybe in a future update you could add base game playermodels and weapons into the pre made config, regardless I do hope you eventually find a fix for render target textures
my guess for render targets is that it shares the same buffer/draw call as some other objects including your player model, we would probably need to make engine changes to seperate RT cameras from other things
ah
but yeah i should probably tag all base player models
also probably clean up the rtx.conf, i merged a bunch of rtx.conf's from other people so its kind've a mess with tagged textures
otherwise props to NV RT on RT cameras does work really well
yea it looks nice
especially since props in the rasterized camera view are full bright, though its nice the cams actually work properly now ray traced or not
i'd say the answer heavily depends on what you're trying to add
the tonemapper stuff was relatively easy since its just shaders mostly
Right
I wonder, so if I get to a certain position relative to the RT cam, my stuff vanishes again, I wonder if the model I'm seeing isnt mine so much as it is the model the camera sees, that ends up in the same spot since thats where the camera put it
and if you dont have the RT cam texture set at all, remix just ignores that stuff, hence why its only an issue when the RT cam is active
the RT cam is duplicating the playermodel
i think its trying to draw the thirdperson playermodel
that could be it
so long as you can see other players with the same pm once all is said and done we should be all good, though idk how remix determines that kinda stuff
yea im not too sure
guess thats another thing to put on the "to be tested" list
ok wait, so after marking the texture my ragdoll is invisible, so whatever is being used would effect other players if you are in multiplayer
that also does differ from what pseudoplayer shows when enabled
ok yeah, getting rid of what I had in the player model texture category and disabling the render target camera rt, pseudoplayermodel does differ from the ragdoll, so the RT camera is using the proper model
so even if all playermodels were properly marked we'd still have issues with render targets
only thing I can think of is some way of excluding the player from being rendered in RT cameras at all, but I doubt a mere mod could be made to do that
yea not easily
NV added a super cool feature and we cant even take advantage of it 
unless you wanna just play gmod in 3rd person
Will work on integrating it, thanks
also nestor works now, no invisible props
i forgot to add the xess sdk as a submodule, so clone the xess sdk to ./external before compiling

๐
I need to update my optimization documentation now, lmao
wait, what's ./external?
is it me or has x64 gotten quite a bit faster recently? camp kairo used to run at like 40fps without RT with all of the culling patches
now its around the 120s
maybe rubat did some magic
what's the command to clone it into external ๐
just cd into that directory and clone it there
do I have to add the external folder to gitignore or something?
it should already be there, if not, you need to compile dxvk-remix first
also no
ok yea external isnt part of the repo
it's supposed to be in dxvk-remix/submodules but i didnt put it there
ill push a commit later to fix that
Can't you just use the EyeRefract shader instead of the default HL2 eyes?
eyerefract gets returned as wireframe since its not supported in fixed function
the only working eye material is eyes_dx6 but its very buggy
i've tried doing vertexlitgeneric as well but it doesnt work
Is this a Gmod specific issue or something? I remember having EyeRefract working in Portal RTX
I think I got it
its more like portal rtx has engine changes to reimplement those materials in fixed function
all source 2013 games will have this issue except for the offical rtx releases
NVIDIA keeps the best to themselves, lol
the only working branch of source with working eyes without modifications is source 2006
because they didnt deprecate eyes_dx6 at that point
I remember getting it to work in base HL2 too but I think that was because it was using PortalRTX engine binaries alongside the default client server dlls for HL2
yes thats probably it
you can bring the portal rtx stdshader_dx6 and dx7 dlls to x32 gmod and it will fix those materials, but they dont animate and will remain completely static
#1116089843479498782 message
Those aren't EyeRefract though
if the normal Eyes material is like that, then EyeRefract is probably worse
I remember Eyes being like that but EyeRefract working just fine
you're free to try it to see if it works
this is such a weird argument. remix doesn't use portal binaries, it doesn't have these fixes, thats it
they have a modified source engine
same shit
thats the argument
I don't have all of this installed, I'm just trying to give suggestions because I had this working before
Lua implementation seems unbelievably hacky
ill give it a try in a bit, i think l4d2 and tf2 models use EyeRefract
Yeah
i tried reimplementing eyerefract in fixed function, i got stuff to render but it had the same issue as Eyes
#1116089843479498782 message
i used https://github.com/RaphaelIT7/obsolete-source-engine to compile my own stdshader_dx6 to use in x64
@subtle bison are these from the docs or did you just chose them (just curious tbh):
case XESS_QUALITY_SETTING_ULTRA_PERFORMANCE: scaleFactor = 1.0f / 3.0f; break; // 3.0x upscaling
case XESS_QUALITY_SETTING_PERFORMANCE: scaleFactor = 1.0f / 2.3f; break; // 2.3x upscaling
case XESS_QUALITY_SETTING_BALANCED: scaleFactor = 1.0f / 2.0f; break; // 2.0x upscaling
case XESS_QUALITY_SETTING_QUALITY: scaleFactor = 1.0f / 1.7f; break; // 1.7x upscaling
case XESS_QUALITY_SETTING_ULTRA_QUALITY: scaleFactor = 1.0f / 1.5f; break; // 1.5x upscaling
case XESS_QUALITY_SETTING_ULTRA_QUALITY_PLUS: scaleFactor = 1.0f / 1.3f; break; // 1.3x upscaling
case XESS_QUALITY_SETTING_AA: scaleFactor = 1.0f; break; // 1.0x (native)
default: scaleFactor = 1.0f / 2.0f; break; // Default to balanced
since the docs say performance should be 2x
ah okay, that makes more sense, thanks
oh i see lol, i used the older ver defaults
though it does scale exactly like dlss with what i have set for now
so i guess its fine
yep
its cool you can just feed it the m_primaryScreenSpaceMotionVector and it all works like magic
I thought this would be more involved (although you did alot of work)
substantially less than fsr3, but with 100x the payoff ๐
the xess2 docs are blessing
do you have a link to the FSR changes or did you push that?
nah i removed the branch
word
the way the API for XESS is structured sure looks alot nicer to work with
honestly could probably upstream it with a squash merge (and maybe some rebasing for the commit messages ๐)
LGTM lol
ill need to fix the submodule include and then it should be good to go for a PR
i guess another place for concern is how im going to include xess2 binaries
I'm struggling to figure out what branch P2 RTX is using 
Xoxor what is your organization
nvidia only includes theirs in CI or official releases
i'd probably leave that up to NV since they're gonna be opinionated on that one
might get a complaint about that being redundant ๐
case MaterialDataType::Legacy:
// Legacy material can't have spritesheet data.
break;
im half joking
oh maybe nvidia added that, I cant see
this looks to be nv
wish i could see the last commit for a line on the GH website
but its in a file i dont normally touch (rtx_instance_manager)
I think you can, you use the blame feature?
it was mark lol
you;d goto the current file in HEAD, click the triple dot on the file in the right and click blame
hah
lol
wow someone already broke it ๐
Ok, yeah Xoxor might have to import the XeSS changes once Remix merges them
The Portal 2 branch of his runtime is not working for me at all
can u give me access to that repo
did it
should be the branch game/p2 where the last updates were the 1.0.0 changes
bro got some radiation on his camera
all one commit now ๐
https://github.com/sambow23/dxvk-remix-gmod/tree/xess2-prod
ready for PR i think
hopefully not, its a super clean implementation
They never accepted my latest pr (it just changed low settings bounces from 2 to 1 because Medium also used 2 so there was no difference in performance between Low and Medium)
Like whatโs the point of low settings if it does nothing
we can always use fork repos for features we want. If the PR gets rejected ill rename dxvk-remix-gmod to dxvk-remix-forge lol
then i can point users who want those features to it
but realistically i think they should be able to merge xess 2
holy crap
Tsr whes!!
wha
I mean theyโve been open before about merging FSR so they should
@subtle bison seems to hate the FSR SDK, lol
because its a nightmare compared to xess 2 ๐ฅฒ
ik what i said earlier, but i might give it another try later
Nestor works??
The procedural map
ye before props were invisible, now they arent
pain
you werent kidding, its old
Can i see? ๐ฅบ
Further than me, mine kept spitting an error about NRC submodule missing even though it was there when I checked
I dont have gmod open atm
Awe
i think xoxor4d needs to rebase his changes
wait, what were his specific chhanges
i can just merge that instead lol
Btw CR i thought you didn't know C++
i dont ๐ค take a guess
Used an LLM?
yeah
For P2?
ye
Damn i really wanna learn doing this shit myself (without an LLM)
But everytime i keep failing
No idea but it has multiple commits back to like a year from what I can tell

im super ADHD so as i get older it gets harder and harder to learn stuff lol. LLMs have been a good enough stopgap for me since I can still get familiar with a codebase
It started on the pair_mask_rs branch as well
so im still learning even while using a LLM, just not as effective as doing it myself
pain
it looks like he has a seperate p2 branch tho
last updated in march
also looks like all of his changes are at the top lol
Thatโs the one that gives me NRC errors
also his dxvk-remix repo is public?
https://github.com/xoxor4d/dxvk-remix/tree/game/p2
Iโm not entirely sure if thatโs all the changes only
Ye
it is, there is only 7 changes
Oh, then we could probably even update to the latest Remix without waiting on him at that point

ill try to cherry-pick his changes
๐
time to see what happens ๐ฃ
ok its not opening, i assume this is because the bridge version is way too old

i hate the bridge
i think xoxor made specific changes to that too
yep
maybe we just wait for him to rebase all of it on a newer remix version?
We are missing the .exe part of the bridge, lol
i added back that stuff, but my compiled bridge doesnt have his specific changes
Iโll contact him tomorrow about it
I sleep now 
me too zzzz
LOL hl2rtx does use anchors
i can finally admire the hl2rtx assets at 4K ๐คค
looks like grigori is a in-engine replacement
dayhole
๐คค
Whatโs regir gi?
"RTXDI SDK includes a solution for world-space sampling called ReGIR, for Reservoir-based Grid Importance Resampling. ReGIR constructs a spatial structure with cells distributed around a given location, typically around the camera. There are two available structures: Grid, which is just a regular 3D grid; and Onion, which is a spherical space partitioning that fills the space with cells whose size gradually increases with distance from the center. The type of structure can be selected with the ReGIRContextParameters::Mode field when creating the RTXDI context"
regir is world-space, restir is screen-space sampling
Any demos showing the improvements of regir compared to restir
highly specific implementation of it, but: #offtopic-game-discussion message
it would take a shit ton of work to integrate correctly, and who knows the perf yet
(not disuading the idea)
has this been released yet
Maybe try mixing the new runtime with our old bridge shipped in P2?

Well all I know about his changes to bridge is โit fixes a little mismatch between the remixapi header and the dxvk api and adds two new functions to add / remove individual texture hashes via the apiโ
To quote
Might be good for me to report these things to AMD
idk it might not be worth it lol
i want to try finishing xenthios gpu skinning before i retry fsr3
You think it would be worth it to back port to the 1.0.0 runtime P2 is based off?
nah, it would be better to refactor the p2 repo to be up to date with upstream
if im not working on the gpu skinning stuff and have time today, ill look into it
CR, please ๐ฅบ
@viscid ocean yea ^ but not complete.
that looks complicated as hell to implement
also looks like it has license issues
https://github.com/NVIDIA-RTX/SHARC/issues/1
its probably better for nv do this themselves if they choose to
Who's gonna tell
for weapons specifically
so is this for the hl2rtx viewmodels?
bc afaik, mounting hl2rtx does not replace weapon textures
yes
ye it wont because the meshes arent being replaced
which addon on the workshop?
yea i think they compiled the models in a weird way
before
if you can port all of the materials, i can try re-doing the models and we can include it in gmod rtx
well, i found all the materials
they are in their own folders
Half-Life 2 RTX\rtx-remix\mods\hl2rtx\assets\ch3_routekanal\models
they are in here
I think the emissive are a bit weird
im just more proud that I could do this in the first place
I mean it is translating
Oh wait, that means P2 is cooked

nah i can prob fix it
it looks like its not getting dispatched
what u see in the pic is the fallback if it doesnt init correctly

i built the bridge, its still crashing for reasons i have no idea of
it does work, it looks like xess only inits if its the default on startup
whoops
so this would affect x64 as well
i think i did it
however, i do not think this was a perfect model port, the materials don't work 1:1
and the smg sight is just blue for some reason
@winter radish found the perfect steam deck preset for XeSS ๐
Lmao
I might open a PR for Gmod RTX to add Steam Deck support one day
so just a custom preset?
@ember grove we need your godly knowledge
pls refactor your dxvk-remix changes ๐
Ye, makes changes the the Pathtracing settings too to make it lighter on Deck
So pretty much a Potato preset
108p actually looks ok if you ignore the super pixelated edges
like the couch texture looks about like it does on native
not gonna touch that until per portal volumetrics are fixed
guess ill backport xess then
no biggie, i think i figured out the merge conflicts anyway
Goated fr
@subtle bison this was earlier today, lol
๐ฆ
๐ฅน
time to see if p2 dies this time
๐ค
need to fix the imgui and dispatch but that should be relatively easy
i love 32-bit remix games crashing my display driver โค๏ธ
Gotta love custom forks
@willow fog I have your key btw, Iโll give it to you when Iโm home
Awesome. Thanks a ton

Iโll take a look at it and update the GitHub and Steam builds when Iโm home
yea i was thinking about doing it that ways since that's what we basically did with xess 2 lol
Even if the upscaling isnโt worth it, you would get the ability to decouple FSR FG and combine it with XeSS 2 Upscaling
Also keep those 20 and 30 users alive, lol
ok so it seems like driver crashes on the latest amd driver are far worse
it never recovers
i have to fully reboot
oml i need portal 2 x64 so bad
Valve holding back fr
just make it urself
No SDK = no 64bit
not with that attitude
man it would be super convenient if someone just accidentally "leaked" the portal 2 engine code 
Hasn't that happened before?
not for portal 2 i dont think
it would be super convenient if the gmod devs politely asked valve for it and implemented portals into garry's mod

(please portals would be so good it would be amazing not having to deal with janky lua based ones)
@subtle bison what LLM do you use to help with coding? Iโm currently using Claude
claude, gemini 2.5 pro
you can use windsurf for a free week of both of those
works really well
more usage than either of the websites allow, and it works better for a codebase
I get the models through GitHub copilot
Hooks directly into Visual Studio
copilot is decent but is lacking compared to windsurf
got tired of having to reboot my game just to load sublayer changes, added support for reloading any loaded .usda file and also listed the loaded ones in imgui
(light is brighter ingame because i didnt set a radius which remix expects)
i can finally have a decently fast workflow with the blender toolkit
I love RT so much, being able to change things in realtime is awesome
No waiting for lighting to bake
Bro runs into minor inconvenience. Fixes it himself
the power of frustration
sees toolkit is nv only: makes blender toolkit
as one does
Sees (issue): implements (solution)
now works for empty/new files ๐ฅ
also fixed the mod.usda load bug where remix sometimes doesnt load replacements
it now works every time
Committed? I wanna yoink that ๐คค
Seems handy

yea ill try to push it to the gmod repo, its currently on a local version of xoxor4d's p2-rtx dxvk-remix repo, so i might have to refactor it so it works on newer remix versions
cool, even if you just link me to the commit if you push it, I can take care of refactoring it to work on the latest stuff on my end
if I do I'll make a branch on a fork with those changes
Yeah
ngl implementing this is super painful and buggy
but yay it works
its still quite buggy lol
uhh what
stable hashes for viewmodels? doesnt look like bones work, nor are they being replaced with the hl2rtx assets
@upbeat jewel
https://github.com/sambow23/dxvk-remix-gmod/commit/cf216f9a53c8cace12740e78393b20fa0157ef4f
https://github.com/sambow23/dxvk-remix-gmod/commit/0e80de76bba1c329cc732c8cbe4f87368e33396a
Nice! thanks 
?
How
Okay if they're truly stable then you should be able to see motion blur on the model
ye there is
attempting to continue xenthios work on hw skinning
bones dont exist so it's horribly jank lol
This alone is kinda huge because recoiling guns really need clean motion blur.
Can you show what it looks like? Maybe some mw weapons
trust me its worse than unstable hashes in its current state
Ahhh
ill try, but they might force sw skinning
Mmm
ok its not as bad as i thought
ok on second thought i dont notice any motion blur still
which is weird because the hashes are 100% stable
is that still gmod?
nah portal 2 rtx
but i do wonder if the portal 2 maps in gmod with RTX is fixed though
remember? you tested GP2-framework
ye but i thought they rendered fine, other than missing lights
which p2rtx also suffers from
ok so lights work now i guess lol
although the map is broken without GP2 at default though
or what i mean (unplayable)
But @subtle bison the workshop version is outdated
for now
so focus on the github version
Contribute to fahadturki653/GP2-SDK development by creating an account on GitHub.
nah its working, just not really noticable
Okay okay
Now I wonder if it's possible to separate viewmodel motion blur from the world
Like how iw8 does it
I wonder if joint bilateral updampling would work well with remixโฆ
Unironically, it actually should avoid this issue.
what
nonsense sentence
oh bilateral up sampling
while it may help, it might also introduce blur
at that resolution how noticeable will that be ๐ญ
Idk, works quite well for lighting data. Itโs the norm for us shady devs.
And I mean doing it jointly to avoid over blurring important geom detail
Idk, throwing an idea in
i may look into it but I want to keep the xess 2 implementation as pure as possible
so it gets merged lol
If you do want to look into it, papadanku has an implementation, just ping him for permission to use it ig.
so ive been cooking
I did the headcrabs too, but the difference isnt really noticable
did you apply the SSS maps?
tried, but they broken
like, it makes it all white
maybe i didnt do it right
however, I think because these models are taken from the workshop, and people are tweaking them a bit, that the materials will not work 1:1
I don't really have the knowledge for extracting and rigging these models, so i'll take what I can get
This is really the first time ive used the remix toolkit, so I might have done it wrong
theres a lot of options for applying SSS
so it wasnt really clear on what I needed to do
this is from the compat mod
stupid launcher, its trying to grab the wrong archive
ill have to delete that release
@winter radish i gotta pull the xess2-dev release, did u already download it
i just deleted it, restart the launcher
also for x64, it will force my gmod branch because it requires specific fixes
What happened
do not install the nvidia version for x64, it will not work correctly

the release itself is fine, the dumb gmod launcher is trying to grab it because its technically the latest
ill just upload the archive somewhere else
I did download it alreadly, am I good?
looks like its working again
Maybe forgot to apply the map fix
in gmod q menu ultites tab rtx setting
I have come to the conclusion that this is much harder than I thought
guh
how do i disable volumetric fog inside the rtx remix toolkit?
You can't. Every capture has a snapshot of the conf at the time. You have to disable it in-game before taking a capture.
that's like ass bruh (i have legacy fog remapping which breaks the toolkit completely)
@lapis delta What is SHARC? just a better denoising solution?
Oh, I see, it's like NRC
@subtle bison tf is that
that's a table
how do i get rid of it from the sky
no idea
never had that happen to me
hl2rtx assets being hl2rtx assets
how do we fix it
you will worship the giant skybox table
no
I will get you
no
the table will get you
no
what wrong lol
its not loading the textures so i slapped it as an emissive and it worked
is it black magic? not really
i dont use nvidia so no idea
i have concieved an ingenious idea and its called using emissives
thats totally going to break lol
how would thee know
because how do you expect it to interact with the world correctly if the color is an emissive
where are you getting the textures
the game
idk who tf is that yakuza fella who got this shit working
what
oh
well its obviously broken if you need to put the color mapping in the emissives to get it to work
perfection
lmao
you see
i only wanted to see the textures i didnt want it to have true RTX
but its a neat proof of concept
find hl2 rtx models in higher quality on hl2 workshop
can't figure out how to get it to replace weapons in gmod
im explode
you should be able to copy those straight from hl2's workshop folder to a addon folder
if you can send me the link of the hl2 addon I'll take a look when i can
their texture quality shouldnt be relevant if im replacing them in the toolkit, right?
I wanted to attempt to use this hl2 workshop one because it actually has a properly rendered gravity gun world model
ye ur good
cuz timezones most likely
Whaaaa youโre telling me not everyone is EST?

spawn npc
in mp pseudoplayermodel dont work, so mp for me closed๐
do we know why it doesn't work?
i assume it's due to clientside stuff but in theory it should work fine as long the server that is hosting has the remixbinary addon
but i haven't tried mp with another rtx person myself
with manual installation and old rtx fixes in mp pseudoplayermodel works fine but now its don't work
i cant see my playermodel
๐
uh and if instead of new rtx fixes use old, pseudoplayermodel appears but light updater explodes
so for me mp closed๐
you still didnt say under what conditions does it make it broken on mp
is there errors, is the cvar missing, etc
its just don't appear
without any errors
i reboot server, reboot everything
changelevels
and this is with a server that is hosting the remixbinary addon?
on my server
guess im buying another gmod copy
nuh, just create lan server inside gmod
oh so it's just broken when the server is more than 2 players
so like even if i host it on my game it's broken?
yes
gotcha
to clarify, we have never, ever done any work for mp so im surprised most stuff works
https://www.youtube.com/watch?v=CYOK7DoVITE&t=252s wats tis ๐
PC Hardware News Sources:
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https://wccftech.com/xbox-announces-multi-year-deal-with-amd-to-power-next-gen-devices/
https://wccftech.com/rog-xbox-ally-launching-october-price/
https://wccftech.com/next-gen-xbox-rumored-to-support-backward-compatibility-at-hardware-level/...
optiscaler is used to get it wrking on rdn3
๐คจ
Itโs old news
Optiscaler server was talking about it for months
Performance is not good because itโs doing FP16 to FP8 emulation
@subtle bison did you look into the hl2 addon
no im not home atm
oh sry my b
chunks?
yes why is the game acting up like that i want it look normal
please tell me you're not on a super old version of the compat mod
tfym compatability mod
im on the latest then prob
double check
i installed it just incas
your issue looks like the old custom world render stuff that got deprecated like 2 months ago
does installing that change the rtx.conf
i always back that shit up
i dont want to lose a bunch of progress
@subtle bison its not that also i kept the size at 8k
custom world rendering
tf do i do here
bro custom world render is dead ๐
makes sense
please update
nuke the ./garrysmod/addons/remixbinary folder
and do it again
how are u updating it btw, the launcher?
about page
tactical nuke incoming!
who do i choose
is this up to date
ur one version off but 1.0.12 should be fine
u probably have a new conf that doesnt have all of these stuff tagged properly
yea a clean install should fix everything, this map requires map fixes which is in the remix spawnmenu
shouldn't need to do that, workshop mods are separately stored in steam and not gmod
for a while
rtx mods
oh
i fix that by launching the game with rtx.io off then closing then turning it back on.
@subtle bison can i turn the rtx-remix > mods into a shortcut?
so i dont have to constantly back that up
ye you could symlink it
huh?
auto admin rtx launcher NOW!
@subtle bison symlink didnt work
oh you mean that
this doesnt work
i just did a symlink
i fried my brain for this but its worth it
holy mod folder
when bro cant understand transparency
what
when bro can't understand what that bro talking about
๐
i will never understand you people, for your braincells cannot match mine
How did you get a transparent window?
Thx
are we garrys mod rtx'ing yet chat
I attempted to make some pbr metropolice, but it didnt turn out very well
far too glossy
I didnt have any roughness maps because i'm not sure how to make them
you could look up some guides for blender or other free texturing software
perhaps if i'm using source models, with source textures, I should be using the source PBR tutorial
source's glossy maps dont really map to roughness maps
source models use a specular, which im not sure how to translate into pbr, I think I came to the conclusion that it is metallic map
ye but gmod doesn't use pbr, nor hl2
source can
i just draw roughtness map by myself
no, its completely optional
I'd like to stay away from using AI, and just use the textures given, as the textures I was using was already 4k
hl2 and gmod do not use it
i thought you were trying to take fake pbr maps and apply them to remix
see if they have the original pbr maps
like before exporting to source
or use the hl alyx models
I don't think they use PBR, is the thing
they use d, n, and s
and sometimes emissive
but they way they've done emissive for the eyes is through vmt
i meant like before exporting to source, like ask them if they have the original maps
oops discord lag
im not sure if they were made out of source, yknow
like, they were made for gmod
idk, it was an experiment, and I learned some stuff along the way
but utlimately they came out far too glossy
ye but this author released the pbr maps for these models
https://steamcommunity.com/sharedfiles/filedetails/?id=2035609495
that's what i was trying to get to
use a AI translator? if you want to
if you wanna experiment more, try making the maps yourself
you might like it
I wouldn't know where to begin
hm, maybe
also you can always ask in #asset-creation
this is fun though, I do like seeing the difference in game
lots of folks here with a lot of experience
perhaps I should continue doing models that have the pbr files already
whatever you're most comfortable with
I attempted to do the combine floor turret, but the model is not the same
if anyone ever ever finds someway to mount source content onto titanfall i'd be the happiest mf alive omfg
ik its off topic but needed to get that out my system
we love Titanfall
imagine the low quality hl2 maps in titanfall 2
Specular means how much of the total light reflects back at the camera as specular.
Roughness is well... How rough the reflection is. Spec CAN be translated to rough. It's just an approximation, but it helps getting started with the basic roughness map.
Gmod titanfall jetpack mod with apex inspired sliding mod
here're the mods
add this, boom near tf2 experience
coicidentally i already have both movement addons
weapons look delicous ๐คค
i kinda like the movement here more than titanfall a bit lol
once you have the right addons, its not jank at all
infinite momentum is peak
fixed the apex viewmodel sway
imagine ghostrunner movement style in gmod rtx. this fast and aggressive
published my AgX changes to a seperate branch, dunno if this one is good for a PR tho
https://github.com/sambow23/dxvk-remix-gmod/commit/3eadf47b1c99c4c2cf79cc626dedd358a4c53170
i think ill split up agx and aces into seperate files, then it will probably be fine for a PR
What are these sound effects
Rip kitty0706
ok nvm i cant PR this, there is no license
ok well neither does the original implementation which blender uses
fuck it ill just make a PR and see what nvidia does with it
I noticed RR makes things darker
reference on the left RR on the right
using the normal denoiser rather than the reference mode, it also looks pretty normal
if you're on the latest dxvk, try the AgX tonemapper, it should make those strong highlights look better
so is this just a training issue with RR?
Only if they knew... ๐
poor fella
most people don't know the difference
So much jumping back and fourth, not as bad as reddit threads tho, those are unreadable sometimes
is this stable enough to try something like the dark matter reactor map now i swear every day i see a new issue pop up in the chat or something lol
There will always be new issues, but it is more stable than ever
like the super big one?
i think ik what ur talking about but send the workshop link
yea i tested this one before, it works, but the shader for the actual sphere in the thumbnail doesnt work
valve never made a fixed function fallback for it
moment
hmm other map i guess to ask about is that hinamizawa map do we know if those what was it? vertex explosions were fixed
cause im pretty sure long ago you were saying it was a issue with map size or something maybe i dont fully remember
ill try it again, but i think the issue remains, though i havent really figured out the reason, been working on other stuff
i can tell plus i still got my i5 anyways so id be bottlenecked still
even if its a recent i5 it will probably be fine, i think rubat has done lots of optimizations for x64 recently. lots of heavy maps been running much better recently
oh wow it works
it requires map fixes which tanks fps (engine limited), but visually its fine
any fix for seeing those skybox areas?
not yet, we switched from custom render stuff to culling patches, which makes all areaportals visible
custom render stuff huh is this better for FPS? than before i mean
no the culling patches run a lot worse than the custom render stuff. but the custom render addons had a lot of visual issues, not to mention causing lag in other places
so its a trade between visual quality or engine performance
to answer your question better, the custom render stuff was the solution to culling before we had proper engine patches
hmm interesting
i will say im a omega slacker and still need to learn the rtx remix tool stuff but its kinda hard when i also now wanna learn to mod halo reach and learn how to mod halo wars and also play NZR in gmod. and make configs for the gamemode [cod zombies gamemode] and i bounce from videos to games back to videos got ADHD which never really allows me to truly focus on stuff.
same lol, my adhd has let me to many places
can you try the breaking bad map
wow this is a peak map
it really is
lmao even the pizza is there
i dont think the mapper placed lights inside
ye no its just baked lighting from the sun
other than that, map seems perfect
3d skybox is right above the map tho
if u break all of the window models, more light passes through
breaking bad if walter white never got with skylar
he lives in chicago and in charge of a big tech science company
@subtle bison is there an NPC'less version of ravenholm?
why are you @ing me for this
you can remove all npcs on the map via console commands or the admin clean up menu
complete hw skinning patches when 
admin cleanup menu doesnt work
and what console commands
ent_remove_all
https://developer.valvesoftware.com/wiki/Ent_remove_all
nvm its ass
lol
I completely forgot about those
My RE skills wasn't enough for them
ent_remove_all npc_*
i got x64 sorta working but just like culling patches, so much is different compared to x32
What changes have been made since the last time I messed about with it?
AgX is now a core part of our project so I'll have to add you to the credits lol
can anyone assist me on importing blender models into gmod
i want to do a proper CS2 weapon model pack, with bone merge
but I can't figure this shit out, and all the tutorials ive searched for doesnt help
nothing
only thing that changed was defaults to match aces better
but your existing settings should be unaffected
I just updated my remix install, here is ACES
and AgX
looks like i need to update the defaults on the gmod branch
looks like its been overcooked
here is the new defaults
they are designed to match ACES'es look
but you can tweak everything to how you see fit
this is what mine defaulted to, I'll try theirs
ye these are the old defaults that were not correct, i only fixed it in the PR
thought it looked overblown still but then I realized I had it on punchy
tbh punchy might have been the main issue above
setting all that stuff here is what I have now
tiles on the floor look a bit overblown
ye agx wont fix that, but it will make it look more natural than ACES
the way remix uses tonemapping is akin to a camera
agx supremacy talk in gmod chat rn?
ye just checked, like that with the other tonemaps so thats just remix exposure


final image no menu, posting this cause I'm bouta move my camera
I hope an update to RR fixes some areas being far darker than they should
though with the new tonemap some areas are just far darker in general
you can adjust the agx gamma to workaround that
ye it wont solve everything
since there is physically less light from RR, the tonemapper wont be able to magically bring that shadow detail back
technically the NRC fixes this issue, its a lot noiser but its a lot brighter to RR, issue is that the NRC has other issues with gmod
i think NRC on its own is just buggy
im on amd so I only got restir gi, not that im complaining
restir samples better anyway
I know they could do temporal reuse in the NRC they just didnt set it up that way in remix, who knows maybe it'll come in the future tho, but first some stability would be nice
particles being emissive is cool
RT is at its best when an area can be lit exclusively with per pixel emissives
if you really wanna be wowed by emissives, try the hdri editor 
where isthat at?
got them hard shadows cast by GI, these are neat too, so many layers of depth to this stuff
at this point the only thing that isnt a nitpick with gmod for me is the fact 3D skyboxes dont work yet
and depending on the map that isnt a big deal
i mean they do work, just buggy on some maps
if you want to try them, do r_3dsky 1
the game will warn you about rendering issues tho
already exist, no?
a lot of them do fake pbr shit, but i think i figured it out
I'd like to do this with some hla models, but a lot of them do fake pbr and I dont have the pure models and materials
huh
what about use materials from cs2 lol
thats what im going to do
this one is cool
unless you use the transformer with RR
idk what it is, but specifically the transformer model causes it
ye its a known issue
i think the transformer D model fixes it? i dont remember the location of the toggle in the runtime tho
that did not fix it
huh
i already create a pack of pbr guns, but for old models. there's a port of cs2 models with sweps but some models dont load and spam vertex error in console
tho I find transformer model D less stable anyways
at least when I last properly tested it
i think the only other way to fix it is compress the HDRI precision more, but then it will look worse
remix doesnt officially support HDR emissives so thats why its like that sometimes, but idk why CNN or non-nvidia works fine
what preset sets it back to the default?
oh neat
I would love to do this for some HLA models, but I don't have HLA
ooh parkinglot skybox
and also I cant figure out for the life of me to port models into source
tor....
yeah I was thinking
i should probably swap these out for proper enviornments lol
lol
all hla addons on the gmod workshop use fake pbr and suchs
I do like this tho, casts some nifty shadows
kinda cool. sky is burning
simulation destroying
I do love that with HDRIs a single bright spot acts like a light, this is something I've been messing with in blender and it really makes me wish blender had ReSTIR since this stuff doesnt normally sample well
if someone would teach more, or at least help me figure out how to get source 2 models from blender, to be usable in gmod, then I can do all the material shit myself
I just can't figure it out
dont mind the white line, thats my fault
ye this is why i love HDRI skydomes, you can instantly make realistic enviornmental lighting by using a photo
ye, I even did a shader based one in blender since I cant apply sky textures straight to a sphere (even though I have the projection for it) and being able too control the sun in a room with no access to it was really cool, but it sampled like crap. hopefully blender gets ReSTIR, ik it was in the works but man cycles would be so much better with it
at least I can do gmod shenanigains with it
also props to RR for allowing these shadows to be this sharp, since there is no direct light to separate from indirect light for denoising
ive been troubleshooting rtx stuff all day, I know I should get on to doing what I set out to do, but im burnt out
it still looks decent without it, just doesnt hold up in motion
then take a break lol
being too ambitious will quickly burn you out
and we'll have to see how good it is, I'm still iffy about some the things AMD got, but the 9000 series is the best step I've seen them take in everything except naming
(just call it the 9700 XT dangit)
I mean, I couldnt even figure out how to export a blender model to be used in gmod, that's not ambitious, I just don't know what im doing and its a bit frustrating
exporting models to source is known to be difficult
stupid QC files
I tried, it sucks, I hate valves proprietary format and I hate they didnt drop it for source 2, RIP to the source 2 devs in chat
If I can nail down the steps to import source 2 models to blender, then export for use in source, I can just go ham and add a bunch of hla for remix
source 2 uses fbx so you can import them straight into blender
materials and everything
that is if valve did their shit correctly and added the necessary materials for pbr
yeah i got the importing down
really? when I looked it up it was still like VPKs and crap
like source 1
it uses vmdl
i thought they used fbx? i remember at least being able to export the model to that format with 0 issues
even the bones carried over
huh
I never properly tried source 2 stuff, the standard valve model format is just what I read it used in various spots online
I just remember trying to make gmod mods and wanting to fall out of my chair trying to get that stupid model format to work
i'll have to find a completely legal and legitimate way to procure half life alyx and do some digging there
since everyone wants to do psedo pbr on the workshop
ik
too lazy
to wait for sale
when I actually have some money and maybe vr i'll buy it
oh CR, add an HDRI thats an overcast day
get them ambient light shadows on everything
But.... that's how blender works..m
You get perfect shadows from bright light sources in your hdri
I'm pretty sure it samples just fine
there is a evening one, i think preset 4?
its about overcast
but yea i can add one in the future
the evening one is a bit on the dimmer side
overcast can still be fairly bright
still cool tho
Then your brightness values were setup wrong. Because I've never seen hdris causing issues
no they were right, it was just sampling not well
Strange
again it was a very hacky setup
especially since it wasnt on the sky, it was a texture I mapped to a sphere but in a way that it acted like a skybox
and it wasnt even really one texture, I used I think a gradient on a color ramp to just have a circle I could make bigger and/or smaller, that I could also move the position of around
like it acted like a skybox, but it was fully custon in blender
I was trying to mimic blenders sky texture, since that only works on the sky and cant be used on a shere (despite the correct normals being possible)
tho I bought an asset and it had a custom HDRI (a proper one) and its sampling wasnt even close to what you'd get from a sunlight
i assume you need to make the sphere bigger? the one for gmod rtx is massive, and also hi-poly
not the issue
if you use the right node you can project an equirectangular texture on a sphere as if it were a skybox, with that cyces samples it regardless of sphere size and poly count, if you are inside the sphere then its just a skybox, outside the sphere its like a window
rip
it was the same thing we were doing there, and it had the same effect, it just didnt sample all that well
I'm guessing you didn't import the image as hdri
When applying it to your sphere
Not to mention that using the world itself as hdri has some optimizations on it
it was pre imported, I'll get some pics in a sec
ye I'll show some examples
so this is a proper setup, this HDRI is applied directly to the world and is being sampled as such, even at 1024x though its still on the noiser side so you'd need to go a fiar bit further if you wanted to use it in an animation and definitely not as well as remix is sampling them



