#Garry's Mod
1 messages ยท Page 84 of 1
@subtle bison
the fuck is avif๐
gif version
thx
you're welcome
this is unironically peak
its just like NRC....
absolute ass
the RVC was done wrong so its on me
STREAMING AVAILABLE MAY 17: https://linkco.re/1qTaTDHb
Mili on Patreon: https://www.patreon.com/project_mili
Mili Merch & Goods: https://projectmili.store/
Follow Mili
Spotify: https://open.spotify.com/artist/0K05TDnN7xPwIHDOwD2YYs
Apple Music: https://itunes.apple.com/jp/artist/mili/906934266
Twitter: https://twitter.com/ProjectMili
Facebook...
i changed my opinion towards NRC over time, because no matter how hard i tried to find advantages in this type of indirect lighting, it sucks so much in quality that itโs hard to even imagine
even reflections are pixelated ๐
like bruuuh
more like fucked
they're mess of colors๐
ah, thanks for reminding me about how it can decide to turn off automatically
nrc didn't like something and he just takes and switches off
oh, i remembered about "disco time"
when it just starts randomly, without any reason, going through all the colors
i always prefer restir bcs its gives about 20% performance back, and dont have this goofy ahh light comes out of nowhere what burns my eyes at night
its like u walking on the absolutely night map without any lightsources and nrc just flashbangs u
i don't know if this was an act of trolling, but the fact that they added THIS to the RELEASE VERSION already makes you think about it
you could add a sharc with restir or another type of indirect lighting
but how they promote this in hl2rtx video
make ReStiR world-spaced?
that would change the field, because no more ass AI
big peace of fart sound
there is already such a thing, it is called regir and it is in cyberpunk
I need it
everyone need this
i wonder why the hell they didn't add this
Money
nvidia, give us amd users some love ๐ญ
but it could have been done in another way, NOT THIS FUCKING WAY
4090 performance
(with x1488 mfg)
it was possible with the help of a denoiser or dlss and with the help of other things
but when they just decided that ai could handle indirect lighting... oh my god, were they wrong
i think i created a request about restir fg a year ago
you get nothing
still silence and nothing more
but a non-working and buggy thing that no one was expecting - here you go
i have lost any desire to touch remix at all atm
CR, you mentioned that it was possible to have enviromental textures (like walls, ceilings, floors) in gmod rtx without mounting hl2 rtx
how is this possible
by editing the .usda files directly
in what way
that is a dumb example, but if you're familar with json-like formats, you just need to move what you want over to a new .usda file
i would take a look at the base_mod folder in mods to get an understanding of how it works
you'd also need to copy the asset files themselves
btw, CR, will you continue to work on the sharc somehow?
ik i said i might, but like i said before, im really out of my depth working with that stuff
so the likelyhood of me finishing it isnt high
i have 0 coding experience so this might take a bit lol
editing USDA files doesnt require any coding experience, you just have to understand how USD loads files
it took me a few months to get familiar with it lol
im struggling to put this correctly in words, but you're basically trying to replicate what the toolkit does, which is why i sent the picture diagram to illustrate that. basically the red rectangle on the left shows a single replacement, it defines a bunch of stuff like asset paths, mesh hashes, and other remix variables that i dont understand. But I try to replicate the look on my own .usda file
yeah i worded this horribly, i dont fully understand how USD works, the message i sent above explains this better
i understand, but have you tried using other AIs? f.e., gemini (specifically the pro version)
no amount of AI bruteforcing is going to make it magically work lol
how do you get dark mode n++
i cannot be staring at a bright ass white screen
i dont even use deepseek ๐
dawg that gif is 1 year old
well, everything I want is already contained into a usda
i think the best solution would be to give the code to someone from the rendering part of lightspeed
the textures.usda
so you just want to load all textures from hl2rtx's mod.usda? not individual ones?
if you people try this
ill shatter yo bones
oh that shouldnt be too hard then
hl2rtx seperates everything into categorical USDA files, so I just need to make a mod.usda that only loads textures
right
i modified the base mod.usda for hl2rtx to only load textures
back up the old one before replacing it
oh cr
wdym by this
well, i mean that you have the code for sharc to be in remix
I mount hl2rtx and replace its mod.usda with this one
yea
interdasting
and that in principle it will be possible to give them this code so that they can work on it and that's it
sharc in remix
i think it would be better for someone to start from scratch
its ai produced code ๐
did remix crash when sharั was on?
no but it looks like this
#1116089843479498782 message
that's why it would be nice to give it to them for further improvement
bro it could be implemented completely the wrong way
i have no idea to check because im not a programmer
CR what was the reason that some models couldn't be replaced by mounting hl2rtx?
hashes or something
skinned meshes
ohhh
so NPCs, ragdolls, anything with bones
they replaced his source engine model
mmm
in any case, i think that you can send it to them and they will do something about it
yeah I would love to do the floor turret as well, but it has bones
i highly doubt they will, its not like i have a special relationship with nvidia either
im very stupid when it comes to bones
you could port all of the models to source, but that sounds like hell to me
yeah importing models to source is the one thing i dont want to do in my life
yet i watched a friend of mine do the health charger in 5 minutes
nothing ventured, nothing gained
I did port the hla pulse rifle to source using 3ds max, but my god it took forever
and blenders source tools are archaic
also, why HLS water is broken
both are same
training map is called hazard course
the water is supposed to look like its Goldsource counterpart in gmod w no RTX
can u guys also do smth for that
๐ค
idkmaybe to use the texture of HL1 water like HL2 water normal texture
try the water at the one that was in the swimming area
lemme send u where did i find it
i forget which map has the swimming part
nvm
i think there is a remix bug where sometimes a replacement doesnt show, mostly happens to water
you can fix it by toggling RT
CR, if I wanted to add decals to load as well, I would just need to add the corresponding usda name right?
yep
i wasnt aware that I could read usda with np++
yea usda is generic text file
rtx remix is the first time ive ever seen it
ye its mostly used in high-production environments like pixar, maya, etc
tbh, this is the first time ive ever really dipped my hands into doing anything like this
pixar actually made USD
I have done some textures with source engine, but mostly modifying vmts
i think you'll find USD to be easier, but it has a steep learning curve
i prefer it much more over source engine stuff lol
when someone ported over the hla combine interfaces to gmod, the screens did not glow in the dark, and only appeared if light was shined on it, I spent an afternoon learning vmt stuff so I could get it to glow
to my surprise, I was successful
it was missing a simple parameter
however remix allows me to do so much more and understand how things interact with each other
i kind of understand why games are "bloated" in size, PBR takes up a lot of space
do you guys just only implement the rtx remix or also redo some shaders?
iirc remix does everything for us
the part on the user is to tell it how to interact
obviously also hooking it into the game itself
so
how can i help the team that makes the water shaders
cuz im a 3d modeller and can help w HLS assets
well CR is kind of our de facto leader in a way
cuz i got a good idea for HLS shaders
i just ment the water
i can turn HL quirky ahh water texture into the HL's software rendering stype texture
which looked like water more than opengl ver
we already have an addon that returns a basic texture for water so it can be replaced in remix
shaders do not work at all in gmod rtx
you would have to author those in the dxvk-remix source code instead
oooh
thanks for the information
original gangster?
good evening gmod rtx chat
good morning in eu
good morning to you then!
๐
@subtle bison
video game
i do love how unstable 1.0 toolkit is, probably my favorite part
@subtle bison when is underwater fix?? ๐
no idea, not sure where the engine calls that
ik the custom render kinda worked around that but we are not adding that back
zamn
ik gumball figured out that that only happens if one or more of the faces of the water brush have nodraws (which is what it should actually be)
yea
just replace all the nodraws in the map with water ๐ฅ
the nodraw acts like a trigger tho
so it doesnt matter what we change it to
ill try to look into it later but it will be a lot of ghidra and ida
i get high fps underwater
yea cuz the world stops existing ๐ซ
even if the rest of the map is 1 frame per year
ts pmo sm icl fr rn
Provided to YouTube by C418
Figure 8 ยท C418
Excursions
โ 2018 C418
Released on: 2018-09-12
Main Artist: C418
Auto-generated by YouTube.
c418 anything is peak
his new album has some pretty mid stuff but i guess it's for that game right
HDR HDRIs ๐คฏ
oh wow obs fucked up that recording
if yall got a phone with a oled screen, try watching it
should be bright asf
why is the 1st image bit crushed
uhh reshade decided to really not want the image to be dark
decided to really brighten it up
uhh
lol
what the elite doin
standing
who needs S&Box when all you need is a 100+$ graphics card and gmod with rtx remix : 3
true
virgin sbox:
dont have so much add-ons
dont have add-ons at all
dont have sweps
dont have all source maps
exist
chad gmod
rtx
addons
maps
sweps
they aren't really comparable
@subtle bison can i test the hdr build on my oled monitor?
when i can fix some of the scaling issues ill push a new dxvk-remix-gmod build with HDR
cr didn't green fire my combine models
it's joever
check again ๐ซฃ
this took way long than it shouldve
because nemez has one 2 models
and the rest are like, body groups
so everything is named the same
I had to rename a bunch of shit so it didn't overwrite when I ingested them
also some of these textures refuse to render in rtx
i want to make this sound worse
how
"CR-Senpai didnt notice my combine models, oh how will I live life now?!"
so true for me
insane
@subtle bison are we able to use reshade now
its always worked
just recommend x64 because input is really buggy on x32
depth doesnt work atm but ill get to that at some point
refactored the remixapi lua bindings
you can now save and load remix settings per map
this is useful for map edits and stuff
Controlling everything through Garry's mod would be so good
Who needs remix imgui
still messing with how config files are treated, but it looks like im just getting closer to xoxor4d's implementation lol
nice
anyone know any remix config variables that should be saved for maps?
i've only done some post FX and volumetrics so far
perhaps sky brightness
thy hath been done
how to update the RTX remix?
Very carefuly
lol
if you're using the x64 version of the game, you dont, it needs a specialized version of remix found here
https://github.com/sambow23/dxvk-remix-gmod/releases/tag/98f9d03-2
for x32, you can download the action builds from here (you need a GH account)
https://github.com/NVIDIAGameWorks/dxvk-remix/actions/runs/16208531802
chat i am officially burned out, gonna take a long break
gmod rtx suddenly stops working entirely
Take good care of yourself
Do not die
what
map 35hp
oh
Stay safe
Or you can use the launcher to do it
Is this my turn to hop back into the game?
yea, just wanted to explain the differences between game versions
we should probably make the launcher only show the right remix version to download based on the detected architecture
get substance painter
spend 4 hours trying to get the substance2remix plugin to work
plugin refuses to cooperate
im going to lose it
why is the installer broken :/
bruh who broke ๐ญ
selecting doesnt work
rendering just breaks lmao
New Gmod Update ๐ซ
did it only break 64 bit?

works on my machine
everything was working fine for me yesterday?
something is cursed with your game install
looks like there was a bad update?
#589120351238225940 message
i got deported to the gmod server lmao
what is this? im guessing its a mod that i have but i have no idea
this is for the installer for gmod with rtx
it means gmod is broken
exclusive fullscreen is extremely buggy with source games in remix, so its forced to borderless window
aaah, it was in 1920x1080 lol, i have a 2k monitor...... silly me
also why does it download into my downloads folder, how do i change where the installation goes in the installer
or can i move the files into my common folder in steam and it will work?
its not meant to be ran in your program files, just put it somewhere in your user directory
but it will always install where the launcher is located
ah thank you!
also, i madesome mods for gmodWRTX, do i just put these into the mods folder in the rtx-remis folder?
ye
it probably uses a non-standard water texture
we have a addon that replaces 99% of the ones found in maps with a remix-compatible one
yeah, it has its fair share of messups, itll do things that arent water and make then have a water texture, i dunno if thats fixed but ill see by loading into the map that had the problem.
yeah thats been fixed for a while
you'll only run into situations where it doesnt get replaced
my mods dont seem to work, maybe because i used a different version of rtx remix for garrys mod.
if you made them in between december-april, we were using a new hash system that was forced in a gmod update, but have reverted since mid april so hl2rtx assets would be compatible
there is a good chance you'll have to update your hashes in the toolkit or .usda file
ah alright.
i dunno why but this one specific playermodel crashes rtx, it says to increase ram or something in a conf file.
are you using the x32 version of the game?
i think its the bridge.conf file you have to edit in bin/.trex but i havent really messed with it. you can also switch to x64 which doesnt use the bridge
but you'll have to reinstall the compat mod
yes that, it says to increase something. i think its ram.
thru the laucnher? i used skurtys mod instaler, i just now used the new one that xenthio made.
ye, its easier to remove everything in the directory except the launcher exe and re-run the quick install
aaah okay thank you so much, im so rusty to this because i havent touched gmod rtx in months lmao
omg tysm, i can finally p[lay with that playermodel.
where is your shadow? i have no shadow
enable this and reload the map
you should see your playermodel in first person, mark it as a player model texture in remix
cant see my playermoel in first person, i can in third tho
did you reload the map?
bruh im dumb
the pseudoplayer and weapon were disabled.
the only thing i hate is if you have tons of weapon mods you gotta tick each world model as a playermodel texture. its pretty annoying but ive done it too many times to be annoyed anymore lol
i never turn on pseudoweapon for that very reason
OMG PARTICLES WORK

i never saw these in gmod rtx
ye i did a lot of particle work a few months ago
THANK YOU
also thank you for making lights work'
i had this weird problem where lights woud turn on then off if i fired a gun.
the menu is tiny and i cant get it to become big
what menu?
oh that means too many textures are loaded
aw damn.
i need to make a proper bug report but the UI breaks when that happens
I need to change the server mode and map
can u wait for me to release 0.8.0 of gmod rtx fixes 2
it has fixes for niknaks so MP works sorta correctly
i already finished most of the stuff, i just need to organize and push it
pseudoplayermodels in mp will work?
try disabling a few addons, arc9 and other weapon packs like it precache a lot of textures
thank you for doing what you do CR, you finally fixed so much stuff that i tried to fix myself lol.
ye they should
np, xenthio did a lot too
hell yeah
Sure
only in servers that run niknaks and the gmod rtx fixes 2 addon tho
i only playing with my friend
Oooo what if we all do Ravenholm together
yea p2p should be fine
so not problem
dark and gritty
I've always been able to see my player model
did you mark your thirdperson textures instead of the pseudoplayer ones?
no

did you go into here and tick these boxes?
oh you probably had a legs addon or something
you gotta tick these for it to work
in the current gmod rtx fixes version, these dont work in MP
or at least shouldnt lol
ye they use some playermodel trickery, but in my experience, the upper torso looks cursed
yeah it is lol
disable gm++
all my captures have abominations lol
or search for the thirdperson
yea me too, i used it all of the time
why would I disable gm++ lol
this is the only change i dont really like.
omg, if you diable categorize texture list you can open the ui.....
well remix would crash before, so that hack to collapse the UI keeps it from crashing
no, "Split texture category list" if i enable it that it stops.
nice. thanks for not making it crash lol
i would prefer to fix it but its a little out of my skillset
easy workaround to stop it, just categorize the textures.
if i enable that it stops it from collapsing.
so i fixed it for me lol.
oh, the tabs have too many textures lol.i just gotta disable some addons i guess
ill try to take another jab at fixing it sometime, im supposed to be on break working on this
๐คญ
its fine, take your time.
so i tried tagging all vanilla playermodel pseudoplayer textures in remix, only to notice any playermodel with colorable textures have a completely different hash when reloading the map, yay
@winter radish might want to cherry-pick my commit, gives a decent perf boost to RDNA4
https://github.com/sambow23/dxvk-remix-gmod/commit/e18aec83a14340c67cde9ea0d7b85b0b1bc94043
should work on the p2rtx-specific remix runtime without any backporting
Problem is youโre using device id for the RX 9070 series to check for it
So itโs only checking for those specific cards, not RDNA 4 in general
For example the device id for the RX 9060 XT is 7590
NVIDIA checks arch id for their cards
do we know what the range is for the 9000 series? I can add a wildcard instead
nvm ill see if there is a amd equivalent for the arch id
If you want, I could ask around in the Vanguard server
See if they have any clue what theyโre arch id equivalents would be
if u want
OMG FINALLY VOL FOG PRESETS!!!!!!!!!!!
why does the smoke one look like those new york fires
woah
bc its taken from hl2 rtx
ah
why does arc 9 base make my screen zoomed in on a specific area
how did you get mw base (or maybe thats arc 9?) weapons to work with rtx?
mw base just works
yup.
simply by installing the addon and disabling post processing
oh, and also by disabling hud
post processing works fine with mw base, you gotta remove multiple stage texturing something something
nah, i mean post processing in arc9
@subtle bison
but that requires adding the opengpu sdk ๐ฉ
i think ill just do a list or wildcard system for the device id for now
Gotta do it for FSR anyway 
Oooooo
Have you gotten arc9 to work? It doesnt work with rtx for me
Tfa, ArcCW, and MWB woo
Rks just fine in rtx
I would use weapon bases like that if I had to ability to overhaul the weapons to actually make them look good
but I dont have any of the cods installed, nor do I have the space for them
arc9 should be working mostly fine, we've added some fixes for it in the last few months
mwb should definitely be working fine as well
what are your issues?
Whenever I have the addon(s) enabled, the game pretry much freezes in tbe loading screen during the lua part if i remember correctly. The weirdest part is that once i disable all arc9 addons it goes through just fine and much faster. Now i dont know if it truely wasnt working but if it was working, then the loadtime wpuld blow past an hour easily.
Should I renable just the weapons and leave out the stickers and camos?
some addons cause the game to freeze on loading, but its not usually weapon sweps. how did you install gmod rtx?
also arc9 and other weapon bases destroy vram because of texture precaching, but you have a 4090 so i dont think that is really an issue here
Did old install first, then found out about the launcher, so it shoupd be fully up to date
so you used quick install in the launcher?
It was manually installed first, so no? But i re ran the install and patches after getting the launcher. It has been a minute since I installed it so dont remember too well
might be best to do a clean install just to be sure, would also advise switching to x64 if not already since it can handle addons better
Actually im on the x64 version. I switched to that once I saw that it worked with remix. Being limited to the 32bit version was super limiting lol
do you have this addon installed by any chance?
https://steamcommunity.com/sharedfiles/filedetails/?id=2193997180
it causes the game to freeze on load
there might be more addons that do this, but i havent gotten any reports
you can find the known incompatible addons here
https://github.com/Xenthio/gmod-rtx-fixes-2?tab=readme-ov-file#incompatible-addons
how would i make a shprtcut to open gmod wtth rtx without the launcher?
what file would i make a shortcut
fr. it also feels much more stable.
if you're using x64, add a non-steam shortcut to ./bin/win64/gmod.exe
with the launch arguments as -console -dxlevel 90 +mat_disable_d3d9ex 1 -windowed -noborder -w 2560 -h 1440 in steam's launch properties
oh so like the .bat thingy you'd click on in xenthios old installation of it where you had to do most of the work
sort of, but most of the options are in a autoexec.cfg, the ones i just sent dont work in that file, so you need to specify those still
it should look like this
thank you!
before this particle fix of sorts, i actually had particles working (because in older gmod with rtx's, particles like fire wouldnt render at all) i forgot how i did it but then 0.7.1 comes out and fixes it for me lmao
0.8.0 should fix a lot more, i backported the spritecard shader to fixed function which a lot of addons use
nice!!
i'd also like to see some kindof flashlight option where you can control how big, far, or bright the flashlight is.
that should be feasable, ill look into it some time
thanks!
it looks so weird to see fire particles in rtx after not being able to see them lol
when was the last time you played gmod rtx
a looong time ago, i think in 2024.
i haven't touched it in months
o
@subtle bison this might fix the water ghosting issue in gmod rtx
when was this added
also it wouldnt apply to me since i longer have NV hardware lol
ill see if i can access that option
lol i dont have it
someone with nv hardware try this ๐ซ
it's for dlss rr
ye ik
sadly
i dont need it cuz i dont have that issue lol
i assume surething wanted me to enable it so nv users could have fixed water, hence me asking someone else to try it lol
i wish i could
but there is too many thing i need to do
well im like the only AMD user here so im sure someone can at some point
download gmod
download remix mod
manually update to NV build (is raw build gonna work on x64?)
and something else
no raw will definitely not work on x64
i mean it will run but the experience will suck
yesh
also this was added a while ago, my runtime already has it
it just doesnt show if you dont have HW that isnt capable of running RR
guh remix 1.1 just came out?
yay i will have to refactor my fork
nvm
looks like i have most 1.1 changes already since my fork follows the main branch

BVH changes too?
ok nvm im like 2 weeks behind
its based on this
https://github.com/NVIDIAGameWorks/dxvk-remix/commit/e2f81199eb3093f99ea98593a6694a12791af3b4
Iโm just curious how the BVH optimizations effect AMD and Intel
do you have the commit id for the bvh optimizations?
I do not, I just saw it was added in 1.1
ill probably end up re-doing most of my changes on top of the 1.1.0 tag
i tried to merge the latest changes and that did not go well lol
does anybody else feel rtx remix tends to be a bit too blue?
(left: rtx remix) (right: what i'd imagine it would look like without so much blue)
(same blueness seen in another game)
yeah, but in remix it tends to be too much
try to turn on hdr sky in rtx remix settings
its not full mega hdr, but its make sky dont look too blue
it does help i think
game setup>second tab(i dont remember)>sky blah blah>advanced
๐
fuck, you right ๐คฏ nvm nvm
thats how outside looks on a clear sky day
your brain has an automatic white balance it does to your vision, so it compensates
but if you look at the sun WITH YOUR EYES CLOSED (atleast this works for me) everything will appear red. wait awhile (STILL EYES CLOSED, DONT LOOK AT THE SUN EYES OPEN) then look away and open your eyes, the white balance will have shifted to compensate for the red you just saw and everything will appear tinted blue.
similar effect happened when i had red goggles when i took swimming lessons as a child.
im.. pretty sure that's just the eye adjusting to the overwhelming prescence of a color, nothing to do with white balance
is that not what white balance is
it happens with any other color too
white balance is only blue to orangeish red
yeah commonly its the colour temperatures but there's also green and purple balancing too
if you look at any color with enough intensity and for enough time, that zone that had it, will tint everything in the opposite color of what you were looking at
oh your brain also does do that negative effect yeah
but no the brain's auto white balance is a real thing
yeah but the white balance actually happens in your brain itself
The thalamus (pl.: thalami; from Greek ฮธฮฌฮปฮฑฮผฮฟฯ, "chamber") is a large mass of gray matter on the lateral wall of the third ventricle forming the dorsal part of the diencephalon (a division of the forebrain). Nerve fibers project out of the thalamus to the cerebral cortex in all directions, known as the thalamocortical radiations, allowing...
theres multiple parts (visual cortex for example) where it happens i think but thats one of them
seems they dont mention it
how do you know it? im kinda having a hard time finding stuff about it
stuff i remember reading ages ago
mm, i think i get what it is, but it isn't done purely, it's just a feeling of our brains letting us know "hey, that thing probably that color"
oh yeah but the result is essentially white balance
"without all the colored light in here"
so yeah the lack of it in remix will make it look very blue
yep, but it isn't visible, if i enter a red light illuminated room im still gonna see red, not the real color
oh yeah its not like, a perfect full range completely balance everything
i think the problem might be the sky's intensity being too high, and the sun intensity not so much
to me at least, the colors seem more accurate on the second one
on the already installed version of gm_construct rtx it looks a lot more like the one on the right, so im guessing the blue is unintentional
oh yeah the gm_construct default the sun doesnt exist at all
or it does but its blocked by the skybox above the map
so yeah its wrong in that
something strange happens on flatgrass tho, the sun is there, and it's visible when below the building, but on the top the white balance does some strange stuff and blues it up
maybe too much light from the white concrete roof
huh?
,
but if you look at it from below, the sun is visible and the colors are correct
(agx)
found a real photo that i think shows just how blue real life is
is that a cloudy skybox?
yep, the side on the left shows that the sun part is quite a lot warmer, which lacks sometimes on remix
nope, default one, i suppose is the exposure adjusting to the ground
and the force hdr sky
the default maps probably dont use the right sun colour
it straight up looks like its just white here
maybe too much of the screen is focusing on darker areas, and remix is compensating for that (the less the bright part is focused, the less it matters to the auto exposure)
i've yet to see a game that implements afterimage
which, now that i think about it, is kinda like auto exposure but instead of changing the whole screen, it only changes parts of it as the eyes get used to brightess in that area
the tonemapping is local, yeah
shadows are blue
the atmosphere is blue
games don't have this blue color usually because it's obnoxious to look at, look at bf3
it all has to do with how our atmosphere scatters light from the sun, which is actually more white in color, and how it transfers to the ground
white direct sunlight is much brighter than the blue skylight, and this is the main reason that the entire outside world is not completely blue
White sunlight is so bright compared to blue skylight that when an object is in direct sunlight, it just looks like its innate color. But, when an object is in shadow so that direct sunlight cannot reach it (and there are not too many clouds that block the skylight), the object is now being illuminated only by blue skylight.
When the scenery includes a lot of shadow and there is snow on the ground to reflect a lot of the light, the blue tint of the outside world caused by the sky becomes obvious
The more shadows there are, the more the world around you is tinted blue. When the sun is low in the sky and behind the trees, the entire landscape can end up being shadowed from direct sunlight and therefore be blue tinted. We often don't notice the blueness of the outside world because our human eyes are better at seeing relative color than absolute color. This means that our eyes are better at picking out color differences than at picking out an overall color on an absolute scale.
think of a parking garage, or under a bridge
so the image on the left is more accurate
if not a little over blue, because it's impossible to get colors 1:1 as real life because of differences in monitors, game tonemapping, and the human eye
go out, it dont look like that
also you just went ahead and picked the coldest (both in color and in temperature) image you could possibly find
Hai guys
helo
it's to show it clearly
you can clearly see that the world is more blue
I just explained to you why it's like that
shadows illuminated by the skylight will be blue, when there are more shadows than sunlight, the environment will appear blue
yes, but not to that extent
reading so many defenses to the blue one is rotting my brain actively. how can people look at that and think "yeah, that's about right"
because it is "about right"
hey guyysss, check this s photorealistic imagee!
this environment would not be blue because it's being illuminated by sunlight
you are intentionally being obtuse
the screenshot i showed of the tunnel had a lot of blue in the shadows
exactly, how it's supposed to look
all these areas are blue, and it looks right, it's just the other one that doesnt
it's about the balance
the other ones kinda look like the sun is blue almost too. which, at some points, the sun does get quite white (at the top, where the atmosphere is thinnest) but at the sides it tends to be of a warmer color
with a blue, not very cloudy skybox, the left one looks correct to me
also you're being quite rude. if you actually want to get your point across and hope something will change, try not to be rude ๐
ok, at this point i might be mad, or have a different brand of eyes, cuz im going insane over it
I explained that a factor may be monitor difference
mm, maybe my old-ass flatron needs more of an upgrade than i thought
i mean the overall image is really blue, but in a lighting scenario like that it actually makes sense
and possibly. the older monitors really love to exaggerate certain colors
i'm looking at this on a tuned neutral sRGB panel
to me it looks almost overcast / cloudy, like if the direct sunlight areas were too shifted to white (which can happen at 12, but the images dont have that angle)
usually user made remixed worlds / maps have the sun with a warmer tint if im not misremembering
for example
now that i remember, i got a better upscaler, im gonna give it a try to see if i can make some materials pbr
makes sense
just go to geometry and enable minimize blas merging
i farted
no way really?
avg gmod rtx chat
wouldn't want it any other way :D
@subtle bison how to fix this?
Ive never seen this addon before
looks like a download error, try installing again
Are TTT bots a thing?
scary
souls of the dammned

gmod arg
maybe bcz he dont have sclera
thank goodness i can test easily in normal source and gmod rtx because the stdshader code is so portable ๐
the face of no non-mechanical reproduction simulation (and the extinction of your species, but that's secondary)
we're getting there
I really love my citizen but I'd wish he'd stop saying "This NPC form is limiting."
Found some TTT bots add on, so will be switching the server back to TTT soon
Donโt know if the Multiplayer fixes have been added yet
nope
๐ฆพ ๐ฆพ
overgrown construct (blender bug)
good chance that has already been made
in the idea of plants overgrowing the place, actually no, it seems as it hasn't been done
did a quick install and for some reason the ingame looks dark- ok it crashed
seems to have been a one time thing
who the HELL needs a flashlight, i got my physgun
Eye adaption or tonemapping bug i suppose
They brought CS assets to Gmod by default now, lets gooooo
and hl2ep2
Ye, I guess I didnโt care because I had it already
@subtle bison do you upload your fork of the runtime anywhere? We're still using like the 2nd or 3rd iteration one you had after implementing AgX so idk if there's stuff done since that could be cool to stay up to date with
I shipped the agx build
rel branch has the stuff considered stable
the latest release has those changes
What that mean
I shipped it with the mod
Oh yeah I shipped that with my demo too (lemme add u to credits before I forget)
i think i made a newer one for burrito since he wanted the vertex lighting stuff
lmk if you just want agx only
But I was asking to update the runtime we have on our repo with the changes since. I noticed it's labeled GMOD specifically but is it fine to use with other projects?
ye it would work fine but it has a gmod-specific welcome banner lol
the dll i just linked has that removed
This vertex lighting stuff actually saved my mod
What did it fix?
So it's just the latest stable from the GitHub without the banner?
Every surface in the game uses vertex baked lighting
I don't want baked lighting because I have raytracing
The neon lights under cars are also colored by vertex colors
To get the neon lights to be colored, I have to assign EVERY SINGLE world texture as ignore baked lighting
And that's stupid
But CR provided an alternate solution where only the textures marked as his specific category will be colored by vertex colors
So it inverts the process
(also particles and decals)
My game also does vertex based lighting but afaik it seems to be fine at least when I ignored all the baked lightmaps
yes
Correct but I only need vert lighting on a few specific objects while ignoring literally everything else
So CR's method worked best
I'm just thinking if I would benefit in any way from that change. The game uses vertex painting for texture blending and I feel like if seen small discoloration of surfaces where I think it applies but I'm not 100% sure
ye this would mess it up, it does for source games as well. That's why textures marked as decal or particles also apply vertex lighting
so if you have terrain or other stuff marked, those will continue to work fine
Might need an ELI5. So you're saying the discoloration I'm mentioning might be resolved by that change? Or that the change might break texture blending (isn't functional to begin with atm)
the change would break texture blending for meshes that use vertex/baked lighting, but only if it's not marked particle, decal, or Allow Baked Lighting
its to prevent skinned meshes (or even static) from having vertex lighting to fix lighting artifacts
AFAIK I don't have those issues to begin with
I'm guessing that's not a forced difference and rather a toggle?
it's a forced difference since it's primarily designed for gmod, but if you need a build with the agx and xess stuff and nothing else, i can make one
just keep in mind my fork hasnt been updated to the latest remix changes, its still based on commits from late june
Honestly it's been doing the job so that shouldn't be an issue. Seems like you've done work on AgX since I last implemented what you shared (prob around the same time?) and this would have XeSS so still a meaningful benefit. When you get the time yeah it would be great to have that
If you need to rebuild either way then couldn't we have custom banner text too without much effort 
yea lol, what do you want it to say
iirc its this
Welcome to Star Wars Republic Commando RTX. At any time, press *insert keybind logic here* to open up the mod's graphics options.
Maybe that @subtle bison 
You should make a thread for this in #1095520200138440804 tbh
a thread for the fork?
im in talks with king vulpes about making a RTX Remix: Community Edition repo that has unmerged changes
so a thread should be made relatively soon
If you're working with him consider adding a new graphics preset called "Very Low" or something that has his recommended changes for increasing performance on weaker cards
thoughts? @winter radish
Could be kinda raw
gmod without rtx
ur very low graphics
Could always call it "Very Low but Still Fancy" preset 
spy around here
I have a concept for this back when I was working on the Steam Deck preset
ngl these look pretty clean
i think there is some tiling issues going on here?
yep, quite a lot
i let the ai run a bit too wild, and it ended up messing the colors
making the seams noticeable
tiling...
muchisimo
procedural stochastic... please...
wha
i dont think that'd work, the pattern is too geometric i think
obviously it's only suited for natural textures
i'd try to fix it, but it's a bit of a fight
San Andreas, like a lot of other games, reuses the same texture on a single model plenty of times throughout the San Andreas map. Unfortunately, these repeated textures don't always blend well together, and can create a "tiled" look, especially on textures which contain imperfections such as grass or concrete.
Thankfully, there's a way to fix t...
SkyGFX Extended implemented it a while ago
@subtle bison did the MP fixes get integrated because TTT is running perfectly
Nevermind, I see some light cull
wow wtf firefox
where's the https
This (https://github.com/mmikk/hextile-demo) was originally posted by Mark on the Discord server. Implementing this feature would help break up clear tiling patterns, as shown in their demo: This w...
give this issue a thumbs up. i hope it gets implemented
not yet
i was testing and found out that all first person leg, body mods causing a vertexplosion
its not a vertex explosion lol, they just do weird stuff with upper body bones
this mod is also
use pseudoplaysr instead
even in og game
"pseudoplaysr" ?
if that's the case then i have no idea lol
i mean its only useful if you want shadows in my opinion
player shadows
its not gonna look nice when your fucking camera is not aligned with your body and you can see the shadows of your foot on the floor
who cares
what tool are u using to edit these textures
huh
my ears are bleeding
lower the volume lil bro
did you pull out the wrong gif or something?
nah
yall what is this chat ๐
@subtle bison new poop coloured name?
oh wow when did that happen
pbrify in comfyui for the rtx remix automatic ingestion
but with the upscaling model replaced with a "custom" node that opens and grabs the result from topaz labs' gigapixel 8.4.2 (on that one i used redefine creative, but it was a bad idea, it caused tiling) i'd recommend using redefine on none or subtle
Topaz my opps
like it or not, they got one of the best upscaling models out there
From what I remember it looks the exact same as 2019-2020 while open source has gotten a lot better
Unless they did actually improve
the quality upgrades with the version, and they also introduce newer models
they got generatives that are harder to run now
Any comparison between the best open source model and the best of topaz
Genuinely interested cause god I need some new upscaling stuff man Iโm starving
i dont think there's many, but if you want send an image and i can upscale it for comparison
those are the newer ones
you can give it a description on what it should be too
i dont think it liked the blurriness, im going to try to downscale it first
Try dis
Oh thatโs quite uh
Not good lol, it looks like it made everything out of paper
Ya cause thereโs no text in the original image ๐
it thought this darker line had text i think
Thatโs insane how
Ya nvm the model has not improved in the slightest
Still as insane as 2020
Check out my new channel here!: https://www.youtube.com/@DeckrosVideos
Join the Necros Crew Today And Become A Member!: https://www.youtube.com/channel/UC-LcgcyRz9h_8qBfuxpZMcA/join
Treat Yourself To Some G-Fuel Today!: https://sldr.page.link/2Luu
USE CODE: NECROS94 For 20% Off!!
Subscribe to Scornex!: https://goo.gl/FnqYdP
Subscribe Plz :D? ...
i remember using this one for that, probably still somewhere in my saves
what's the diff between gigapixel and photo ai?
gigapixel focuses only on upscaling, photo ai focuses on denoising, sharpening, color balance, and has some basic upscaling models
it can also recover text, but it seems at one point they messed that one up, not sure
i've heard photo ai has this feature but didn't tried
so gigapixel is better on upscaling? nice
nowadays it's better to use the noisy model on the preserve text, the other one used to be damn good, but it now produces blurry results
@compact blaze OHH HELL NAH
coom
hm, whacha bout the AI denoiser in Camera Raw in photoshop? is it good enough comparing to photo ai?
i will try by myself if a few days
i mean the last one that was added along with photoshop 2025 update
i'd say photo ai's is better, the one in camera raw kinda blurs it
hmmm, i've yet to give it a try
iirc camera raw's upscaler only supports DNG
at least since the last time i tried it
so jpegs and the like dont work
this' the one i have
i havent used this one yet, i should update my photoshop
looks fun, though i cant make raws with my camera
Do you need to remove pesky high iso noise from your RAW files?
In this video we find out which is the best as we compare a new set of denoisers: Adobe Lightroom, DXO PureRAW 5, ON1 NoNoise 2024, Topaz Photo AI 4. Which will be crowned the king? Watch the video and find out!
Music I Use: https://www.bensound.com/free-music-for-videos
Artist: Be...
if i had to guess the text should be less affected on the camera raw one
and don't forget there is masking in the camera raw
masking?
gimme 1 minute
damn, my photo ai is damn old
i mean this feature
like you still can mask the text and work with it separatly
ooh
Why is Sam lake there
we love sam lake
he's watching
That's not a lake
that's the ocean
XD
Sam Ocean
Check out my new channel here!: https://www.youtube.com/@DeckrosVideos
Join the Necros Crew Today And Become A Member!: https://www.youtube.com/channel/UC-LcgcyRz9h_8qBfuxpZMcA/join
Treat Yourself To Some G-Fuel Today!: https://sldr.page.link/2Luu
USE CODE: NECROS94 For 20% Off!!
Subscribe to Scornex!: https://goo.gl/FnqYdP
Subscribe Plz :D? ...
he's like hideo kojima
this is as much as i could get it to produce, the keyboard is an absolute MESS
but he is finnish
photo ai?
gigapixel ai
Funky
This is so cool imagine battlefield level destruction in gmod
i wonder if this has been tested in gmod rtx
it's like a mind worm
fr
it never left
like a sleeping agent, it just waited for the right signal to be sent
looks like it does
some weird vertex colors pop up while destructing it, but other than that its fine
you made the fucking wall pog
still, nice to see it work from the go
You should add a material to it through the material tool
looks like that works too
Is this encoded in av1?
ye
please tell me discord's av1 support isnt as bad as h265 ๐ญ
h264 looks like ass on amd
No cause barely any mobile devices support av1
For example, the device Iโm using rn
my android plays it fine?
What android are u using?
pixel pro 9 fold 
Ofc a pixel phone is supported
do mobile devices not fall back to CPU decoding if they dont natively support it?
Only apple devices that support av1 are like the latest latest iPhones
i have a galaxy s24 that also plays it fine
i feel like the lack of codec support is less of an issue, in comparison to how bad react native is at handling media (what discord mobile is based on for android and ios)
It is very much an issue cause I canโt play it ๐
what phone
2021 iPad
Bruh only like the new flagships support av1 and some latest budget phones
But most people are running on like pre 2022-2023 phones
Which donโt support av1 I think
AOMedia Video 1 (AV1) is an open, royalty-free video coding format initially designed for video transmissions over the Internet. It was developed as a successor to VP9 by the Alliance for Open Media (AOMedia), a consortium founded in 2015 that includes semiconductor firms, video on demand providers, video content producers, software development ...
ye its like late 2023-now for av1 support
what do you guys think of h265? recently found out about it lol
ass
its old and proprietary
pretty much all modern hardware supports it, but good luck playing it in discord
damn
dude my phone from 2016 plays it just fine
it's just an apple problem
android phones use a CPU fallback
weird that apple doesnt
Dude what???
Thatโs so stupid why canโt able have the same
PLEASE DO A CLEAN INSTALL THX :3
no
ok suffer :3
๐
mp pseudoplayermodel works?
give it a try
unfortunately i cant, now
bcz am not home and my internet is 10mbit/s
so i cant even connect to my pc
skill issue
ok no i somehow made MP worse



