#Garry's Mod
1 messages · Page 92 of 1

high boost filter on it helps a bit
ah
some addon caused me to crash.. i just dont know which one
gonna play garry's game
nah, the first one
NOooo
yeeeee
this dumb addon was making my fps go from 30 fps to 2 fps
this mf fell from the ceiling and scared the f out of me
HL2 Beta Vertigo?
i think so
ye
the volumetrics do get kinda annoying, even though they are disabled
me too
ignore or hide the particles bro
i think it looked too empty afterwards, not sure though, i already uninstalled it and went looking for another map
it's a lot less greenish tinted than expected, tried turning off ray tracing. process went kaboom
Any map from Neotokyo seems to work well in remix
omgg that looks so well-
aaand the concrete tube is glowing
still haven't replaced the gas station part ceiling lights with planes to avoid the metal roof self-reflecting
it's about to start pondering the meaning of it's life. that can NOT be allowed
these are actually really decent upscales, probably the best ive seen ai do.
Yep
what tools did you use for this result
i've just wanted to ask the same question lol
SUPIR for upscalling (within ComfyUI), Adobe Substanced 3D Sampler (For Normals, Height maps, Roughness & Metallic)
yeah
For grass textures it had the Foliage refine enabled.
Here's normal and Upscalled Wood Texture.
ahhhhhhhhhhhhhhhhhhhhh
yea
where did all of the high frequency detail go
Probably denoised.
normal and upscaled
UK rn
the tactile pavement is findable on AmbientCG
Bu- but AI assets are so good!
(Bans AI assets from P2 RTX)

i dont think we use any AI assets in p2 rtx?
We don’t, I would never allow it
Even for the Steam publishing initiative, I ask that a majority of the assets are not AI
wheatley's albedo was AI upscaled with stable diffusion but i used a lot of controlnet masks, and all of the PBR was manually done via substance painter
you cant even tell it was AI 🤓
because it was 90% manual work
And we never saw that model again

😿
I can. And I thought it was only a temporary thing
I didn't know the slop was supposed to be final
show me
i just told you it has none of the usual ai looking stuff because it was so heavily masked 💀
ill get a pic hold on
i even made the eye by scratch 😿
But I can still that it LOOKS off
how, there is like 5 different layers on top of it 💀
the 2nd one is admittedly pretty rough looking, i think i did dirty wheatley first so i was still getting the hang of substance
clean wheatley (1st vid) looks good to me imo
You’re forgetting he’s the same guy who noticed our displacements were off before we did 
wdym
One of the floor assets in P2 RTX has messed up displacements
#1351698358376337549 message
Dude already has a bunch on his plate with the weapons thing

ok that one is pretty obvious lmao
based
ai cringe
It’s funny because Eman’s cracked version corrected it
there are tons of free pbr materials out there
ye but a lot of them dont usually mix with the original asset
If i go that route i usually try to mix them in substance
way better than plugging stuff into an ai upscaler
lol the HLA model is better than this ai trash
ye that generator should not have a sheen like that
if anything the original diffuse looks pretty close to irl lmao
yea
going back to our roots 🔥
welcome back custom render code, i missed you
311fps on construct is peak
lightupdater will be replaced with remix api lights, patience
what about moddb launcher support

this alt version of gmod rtx is my own fork so i am removing pretty much everything related to engine modifications where I can
which is why hl2rtx model replacments will not work, at least for now
its not replacing the normal gmod rtx, its just an optional version
mp works?
idk i just started 30 mins ago
damn
now mp works?

🤓
good enough right? 
i'd manually made that black glass on the camera rough 0 metall 1
i missed you voidplaces
200fps in construct remastered ❤️
also i forgot my custom render addons actually hide the 3d skybox so it actually looks pretty decent
3dsky says hi
cr is up to shenanigans
im up to peak shenanigans
mmm
i miss RR 💔


that Garmin shouldnt be that bright
the thing on the wrist
it really shouldn't glow at all
yeah bro
rude

ever since i removed the model fixes from the binary module, my random gmod crashes have stopped...
I guess our signatures need to be updated for newest gmod?
its weird because they still work as hl2rtx replacements work fine
We? You're on the team? 👀
Damnnn
Oh lol
speaking of gmod ^ :3
ik you did 99% of the work on this, i have no idea where to start to get new signatures
it doesnt crash in the module which is what makes it hard to debug lmao
its always in engine.dll
Fuck I forgor I would have to look at it myself, I swear I documented getting them in code comments
wait i think i fucked up
i also removed like 90% of the engine binary patches, those could also be causing it 💀
sorry lmao
(in my fork, main project is untouched)
Like any mod that relies on how gmod renders
oh, well i guess nothing breaks since it was the primary render method for x64 for a while lol
also animated models sounds like a nightmare lol
Oh you're just doing maps?
and static props and displacments
i removed them since they dont exact fit in with everything else. The engine patches make the game run much worse, if you add the custom render stuff on top, its barely any faster than normal world rendering. So my fork is just removed engine patches and anything in the binary module except the remixapi foundation
Fair enough
all 3 of those are pretty well implemented, but im moving most of the mesh building and vertex creation to the module
oops wrong reply
the goal is to get the module to do the heavily lifting, and using only lua render hooks to present the vertexes, faces, etc. I'm hoping its easier than just hooking but i guess i will find out
i will still be maintaining both the main project and fork, because i consider them to be two distinctly different versions, they cant replace each other
Fair enough, I knew that already, I can't wait to see performance improvements
My main concern is dividing the replacements on moddb
wdym?
i wonder if there's any way to make models render smooth, like in blender
iirc we do, just some models in particular are a bit weird
the obj's get a bit quirky at night
it's so weird coming back to gmod rtx after a couple of months and just having it work flawlessly with all my mods
normally i would have to disable just about everything, but now I'm seeing it work on addons??
there will be replacements made for one version and not the other
speaking of mod replacements
does moddb have an api

@burnt agate Hey, so I co develop one of the launchers for gmod rtx and I was wondering if moddb has any sort of public api or anything? All I can find is stuff for mod.io which doesn't seem to be what I'm looking for. Sorry for the ping, lol.
for meshes only probably, texture hashes and the pre-existing anchor entity stuff work fine
but maybe I can get the static prop hashes to match?
idk
maybe but i think that relies on how exactly they're composed and sent to direct x
ye that is my worry
worst comes to worst, i can come up with some way to create an alternative USDA set for hl2rtx assets
i dont think anyone does mesh replacements outside of that anyway
or we go back to that old idea i had of making hash rainbow tables
sure
where we create a table of two hashes across the two systems that are really the same thing
yea i vaguely remember you talking about it before
for some reason all of the maps i'm trying default to the same blue skybox, and I can't find the map's skybox texture anywhere
i think thats the default texture for when a map uses a shader based skybox
is there a way i can fix it without resorting to HDRI?
^only fix that i can think of and that ive done was using skybox editor
🥀
I remember it being as easy as assigning textures to the Sky, I must have been lucky with my map choices
rough idea for if moddb does have an api or something
Just ask the Moddb people for a collaboration
Ez
I’m sure there’s a few around here somewhere
an official API would be best
there is this i found: https://moddb.readthedocs.io/en/stable/
but it's a scraper technically so not too good to use
anyone know what the cause of this issue is? I'm assuming it is because the gamemode's UI is 3D but I can't find wherever this Picture-in-Picture thing is to remove it
what did you do
nothing, I was just curious to see how Gmod RTX would do with the Map Sweepers gamemode
it goes away whenever I use a radial menu, so it surely must be tied to that, right?
That's the only thing I could find
Do you go through and select the UI elements?
I’m sure that’s what I need to do, I just can’t find the UI elements anywhere when looking through the categories
make it so the uncategorized textures appear at the top
I’ll try that tomorrow and I’ll share the results, should I unmount some games so I don’t have as much bloat to sort through?
I have HL1:S, TF2, L4D2, and Portal mounted
id say unmount hl1s
since they dont really look good with remix lol
Does anyone want to try out the new version of the rtx launcher before I merge it into main? I feel like I might possibly be forgetting features?
ok fuck it i'm merging
Will it be replaced in an update or would we have to redownload the launcher?
replaced I think, but I wont do a proper release until i'm sure its working
The ground looks really good though id have to say the Metal Sheeting wall texture kinda looks odd in the 4th image
the PBR workflow for those textures seems really good
the upscaler is kinda crap but otherwise those are really good
got the automatic builds doing the linux thing now
Trying to get this working on the steam deck.
Is there a way for me to direct it to my Garry’s mod install? It doesn’t detect it.
gm_lakeview has unique skybox
ik there are much more maps
it's the map i remember
probably HUD addod
i've met simillar bug using Tarkov HUD
Ohh I don't have the setup done for Linux support at all yet
but @subtle bison I win the battle of being first to launch on steam deck 
Guess that just means I need to somehow detect Steam installation location on Linux
for all i know my newer version works but it hasnt been tried yet 😭
you also gotta do all of the proton shenanigans 🫃
I don't have a Linux machine to test any of that on
Also I merged the codebases
I think some features might be missing like the auto extraction mounting stuff
mind trying mine 
https://github.com/sambow23/RTXLauncher-rs/releases/tag/v0.2
hey cr do you think you'll be able to fix where models arent being rendered in gmod with rtx mod being on?
got an example?
wait i'll send you a image
here as you can see it renders the cape but not the model
it works perfectly normal in gmod but in rtx gmod it doesnt render it
since the player model selector is rasterized, it just means it doesnt render in source engine's fixed function path
not much can be done for that
the model author would have to re-compile the model in a sw.vtx model format that is compatible
and if that doesnt work, its something else unknown to me
i see i mean i created the model so i will try to recompile the sw.vtx then thanks for letting me know
Wdym? I did it already
You’re second
@winter radish does my launcher work? 
I haven’t tested since 0.1
some of nemez combine soldiers do not render at all
you not sending the images in the same message so i can quickly swap between them with arrow keys
second one you did
yea
also those brick tiles are too deep
the thing separating the tiles are grout, not ravines
there should be no relative elevation change
i know you are using ai, but the ai is thinking is a deep gap
probably, (and yes it's ai)
and I know it looks good at first glance, but anything more it just looks wrong
Okay so I figured out what it was and I'll be leaving this as a fix for anyone who has same issue as I did with model not rendering
So appearntly the issue occures when you got too many vertexs on the model once it meets up 21000 vertexs it renders it normal above that number it will cause an error and not being able to render it
Hope it helps anyone in the near future
so do you just reduce it?
im gonna assume the shader backend of gmod doesnt have this limit as well?
Gets to the end of the process, but doesn’t actually launch.
Is there a location I can manually launch it from?
check to see if it can find your proton version, on my arch system it found it automatically, but you might have to specify it in settings
it should work for x32 but it doesnt hurt to try
when you press launch, steam should open up and launch the copy of the game.
i think im gonna throw steamos on my bc250 so i can test this as well, maybe im not accounting for something unique on the deck
looks like the steamos kernel is a little too old for the bc250 so im doing bazzite, i hope its close enough
yea you reduce the vertexs for it to work otherwise it would causae the rendering issue
sorry for late respond
and im not 100% sure but i think gmod without rtx can handle more vertexs because it rendered mine with 51000 vertexs in it for some reasons that same method i used doesnt work for rtx version of gmod
to be clear, its not remix/rtx, its just the fixed function render path of source
if you turn of RT in the runtime, it will still not render
ohh my bad >~<
all good
yea it wont but i figured the fix so if anyone comes to the issue its that
yeah ill keep that in mind, glad the cause was found
i mean one person stated some half life alyx models arent rendering either and said it could be the issue with like bin folder due of fixes being applied but i think its cuz those models use more vertexs and dont render properly cuz of it even the gmod console it self says the rendering error
im not an expert on source models, but is it not possibble to slice those up into seperate meshes to stay under the limit without reducing polygon count?
i mean it can in bodygroups but my model was a whole thing as one which is why i didnt want to reduce any vertexs on it for example you cant put i believe arms and legs as bodygroups or as a whole model you can put like hats caps and those sort of small body groups but the problem on my end was my whole model was a high poly model and i used blender source tool to reduce the vertexs for it sure it makes it look like low poly model but its how it works
gotcha
Has anyone tried lsfg? I can’t seem to get any of my source rtx games to boot with it. But I’m not sure if I have it installed correctly, or if the steam deck just can’t handle all that.
lsfg on linux or just on windows?
ik there was a decky plugin just recently made that ported it
but i havent tried it
still trying to get bazzite to run my launcher atm lol, i fucked up some compile flags
Linux, trying the decky plugin
ill give it a go in a bit if i can figure out my current issue
How are we feeling today, chat?
good how about you :3
I woke up. It's The middle of the night. Probably gonna fall asleep again.
i see i hope you will be able to have a wonderful sleep and wonderful dreams if you do fall asleep again

got the launcher running finally, it seems to "just" work for me on bazzite after telling it to autodetect the proton install
I must have the Curse of the Pharaoh unfortunately
did it ever launch for you on x64?
you do have to reinstall gmod rtx when switching branches
and i assume you have set gmod to use proton?
I did reinstall, and yeah no didn’t launch on x64
It try’s, I see the play button start then stop almost immediately.
Almost too fast in a way that makes me think it’s not trying anythng
sounds like proton itself is crashing
does the vanilla game run?
gmod rtx will use the same compatdata folder as vanilla, so vanilla should be having the same issue
sorry for late response but do you know where in the hud mod you were able to find the duplicate image?
i have no idea it depends on you
try cl_showhud 0
i found two duplicate screen textures but disabling them does nothing
if it won't help - idk then
and for some reason cl_showhud doesn't register as a command, but thats fine because I think the hud is essential to the Map Sweepers gamemode
i've never seen it look this bad LMAO
its like the camera is fixed in one position when i'm not in a vehicle/not looking up
my game never crashes but now it does very frequently since i've update my gmod install😭
@subtle bison why is the camera item broken like this?
i haven't looked into the actual swep but i think it uses some unique method of taking screenshots. It shouldn't be too hard to fix ngl
if it helps in anyway, the image disappears when I use the radial menu
damn i havent had any issues
CR could I kindly request your help in getting the linux version of the c# launcher working 🥺
which ui framework, yours or egui?
its easy for the AI, but absolutely not for me
lol i mean fair
idk personally i don't want to be gated out of working on the launcher :(
yeah im not trying to do that, i was joking with the first comment
but i do like my rust launcher so idk how we're gonna settle on the launcher thing lol
i dont mind helping you on yours at all
merge them into the best launcher
if i had to "sunset" the rust launcher, i would like to carry over the UI, i think it looks pretty clean
Stalemate resolution button
I sorta carried over some of what i liked about it
i want to do that setup screen too
yea my goal for mine was to remove ambiguity
but also i took my own creative liberties
like the progress up here with the most recent logging shown
is it hidden when no operations are running?
i meant the progress bar
im fine with that too, i personally kept mine hidden but thats a small nitpick lol
we should probably clean it up a bit, or at least hide stuff behind a disclaimer
yep
i feel bad for basically pushing for the killing of your rust launcher but idk i want to work on it too lol
i think we're both at a standstill since we're pretty much matched on features lmao
only one way to go now
we'll make yours the primary
how do you find the library folder automatically? i'm thinking like
var potentialPaths = new[]
{
Path.Combine(homePath, ".local", "share", "Steam"),
Path.Combine(homePath, ".steam", "steam"),
Path.Combine(homePath, ".var", "app", "com.valvesoftware.Steam", "data", "Steam") // flatpak
};
return potentialPaths.FirstOrDefault(Directory.Exists);
i still want to work on mine, but as a personal project
thats totally fair
rust has a handy crate called https://crates.io/crates/steamlocate that finds the steam folder on both platforms ☺️
iirc i have a non-steamlocate method that looks like yours
i just slapped that method in but no idea if itll work
i don't have a linux machine to test on is my issue
you can make a vm if you want, but i can do the linux work if you're okay with it. I got a few systems with different distros so I can also carry out the testing
dead
also virtualisation on windows is a nightmare
just use vmware workstation, its free now
i wouldn't actually be able to test the installs on linux because no gpu in the vm
ye i assumed that, but getting the linux stuff working is a one-time thing so launching the game on the vm isnt a big issue, to me at least
i was gonna swap to linux as a host with my main being windows as a guest because of this, but never got around to commiting to doing that
if you dont wanna fight recent kernel AC stuff, i wouldnt do VFIO, unless you dont care about that stuff
but its definitely a fun journey
i have a linux mate that says if you setup a vm just right, you can avoid all of that
yeah i've done it as well
for some reason vrchat has a really solid guide on how to workaround 99% of it lmao
guess a lot of linux players
🚧 Advanced Users Only!: This information is generally only useful for advanced users and specifically only those running VRChat in a virtual machine. It will contain language that may not be recognizable or useful for most users. ❗️ Running VRChat in VMs is Unsupported!: Using VRChat via a Virtual ...
found it
crazy
https://github.com/Xenthio/RTXLauncher/actions/runs/17168079265/artifacts/3832733002
here i guess you can try the auto path detection now lmao
hooray!
i suppose I should introduce you to the new project structure, too.
core is where any non UI specific stuff lives, its like basically the functionality of the launcher
avalonia being the GUI?
this means the winforms project is stupid simple
its just like the rust launcher structure 
yep thats the avalonia gui
oh lmao
why didnt you tell me the fluent design is so sexy 🤤
i disliked it actually lool
color scheme or actual design?
both?
lol
colour scheme mainly
too contrasty
its meant to look like the windows 11 fluent design guidelines, but its missing the crucial thing that is the slightly transparent window backdrop, so everything is stupid high contrast
ill have to look at the avalonia docs to see what else it supports 
those are default two themes
but many more exist
here's a funny one i found
this theme can look pretty legit
i mean i think my 9x theme for s&box ui is better but thats still good
make it do the hl2 menu sounds too
lmao vgui doesnt have sounds but i guess i can
no sounds pls 💀
lol
isnt vgui in steam the same as something in like hl2 or hl1?
thats vgui2
vgui1 is in half life 1, used for ingame stuff like the team picker in cs and tf and stuff, but in steam version of hl1 it also includes vgui2 for the main menu, replacing the win32 based WON menu
xash3d's menu 😂
ive got prior experience in making a vgui theme for something, so i reckon I can cook hard for this
im messing with some hardware stuff atm, but ill get into the linux stuff sometime tonight or tomorrow btw
bruh
bro said we need source 2 running on goldsrc
whats goin on with the font in the 2nd screenshot
s&box doesn't load the right font, i type arial and it uses arial narrow for some reason
so did you just make an entire gui lib
yeah
it even has a ui designer lol
wtf
and also a test scene that is a stupid accurate recreation of windows 9x
including an x86 emulator that can run real windows exes with a reimplementation of windows
tf
that was a project that got wayyyy too out of hand lmao
https://github.com/Xenthio/xgui-3_test
Looks like it almost works on the steam deck, it shows as gmod_unknown for me
Let me try switching back to x86
nope
Even on the x64 branch it’s still Linux
How do I avoid downloading the Linux version
uhhh
idk
i think theres an option
its like use compatibility tool
and you can select proton
that is probably why my launcher didnt work lol
Ah I had no idea it downloaded different binaries for the game. Thought I had it already active. That’ll probably fix it
i think i accidentally summoned some kind of demon while playing around with an ai
keep yourself safe
hes being choked bro
Have u tried contacting the gmod team recently about your rtx remix advances
Ah flashbacks https://youtu.be/n6QWTAqD9II
rtx remix from portal rtx working in the half life 2 beta
i hope you suffered as much as i did watching this
Dude this og gui is awesome I love it
its just rubat working on it
do u think rubat knows about gmod remix
I do wonder what’s stopping rubat other than time and effort from creating a new branch of gmod that’s made on a heavily updated newer branch of the source engine, I remember hearing they don’t wanna do anything like that as that might break older mod support or smth
time and effort are 9 times out of 10 the main reason something is not done
the other 1 times its just not possible
YAYAYYYAYAY YIP YIP YEAHGG
this is super interesting
but the description says "-Infinity Ward for most of the models base clothing and gear"
which makes me think that if I were to exact bf4's textures, it wouldn't line up 1:1
i'll never understand how some people battle tooth and nails against the hammer editor to make a map and then proceed to forget to make the icon
Kek
kinda wish there was an addon that makes the icon
even a screencap of the spawnroom's view would help
that might take a bit of a while, and not even work under normal addon's rules, but damn, it'd be a significant upgrade
its funny because iirc you just need a .png named as the map
yeah, i think so, only did it once tho, but it was quite easy
its infuriating the workshop page has loads of screenshots, but it has a blank thumbnail ingame 😭
not sure how an addon would go about doing it tho
hope more map makers do that, it's instantly a better map if i can get in it without having to read the name
this is how gmod rtx does it
https://github.com/Xenthio/garrys-mod-rtx-remixed/tree/main/garrysmod/garrysmod/addons/remixbinary/maps
i dont think gmod plays well with absurd res'
yep
gmod map makers be lackin
they a different breed, i wouldn't touch the hammer editor again not even with a stick
hammmer++ is a breath of fresh air
def fixes a lot of the jank (and adds some cool stuff too)
i think it even had a way to see the game rendered in-editor
vrad realtime no way /s
what if hammer, but cycles
yes
hamcles++
Would literally just be real time RayTracing 😭
Source 2 VRAD even requires a hardware RayTracing capable GPU now
Yeah I know, my drivers are up to date but it doesn’t fix the problem
So the problem is that Gmod isn’t porting correctly
means he probably didn't ported them directly from bf4
replaced some assets with high quality ones from cod
After I got rid of that problem it made another one
The reason why it failed it’s because my drivers were outdated
reinstall normal gmod
dumbest shit what i ever heard lol
or verify integrity of gaym files
yes after carefully inspecting the model and compared it to the on in bf4, they are slightly different
definitely not that. Re-read the install instructions.
It has to be ran as administrator and cannot be in a place like program files or a onedrive managed folder
kinda sad that it does, there are probably a ton of talented mappers that dont have access to an rt gpu
would be preferable if it was like cycles, recommended to be used with the gpu, but in a last resort, you can just use cpu rendering
i guess the good news is that RT capable gpus are becoming more common each year
even intel iGPUs
hla map baking with cpu vrad was just a pain lmao
dude 8 hour compiles
damn
actually nuts
can we make the launcher refuse to run if the user does either of these two things? 
#1116089843479498782 message
It can be place in program files, like steamapps works fine, and for launching you dont need the admin perms, so its just annoying asking for that
and install doesn't even require admin perms for some people, like me
so its kinda odd
still introduces complexity
i'd rather entirely remove user error from the launcher
makes support less of a nightmare
thats why this error exists I guess, I would want to make this actually work and help properly though
ye thats gotta go too
yeah agree
getting display resolution detection to work on wayland and xorg was a pain for the rust launcher, i just added a fuck ton of common resolutions
no complaints so far 🤓
current launcher does this too
I just realised I forgot to add back all the other resolution options lmao
does the vgui theme look correct on linux? i feel like font might render differently
build done
?
would be lore accurate to linux vgui2 anyways lmao
yea
what does it look like at normal scale dpi
a
oh fuck that checkbox is a windows font lemao
wait linux doesnt come with webdings?
even macOS does
prob, but i imagine that depends on the distro
or even what kind of webdings font it uses
fluent looked fine
yeah im using webdings though because thats the correct checkbox i need
easy fix incoming
Don’t matter much if Remix is only optimized for NVIDIA ones
The most common RT GPUs like RDNA 2 still can’t run
Turing and Ampere seem to be the most common NVIDIA GPUs
And then Intel ARC, I don’t even see them on the Steam charts
talking about source 2 vrad specifically
Ah
I mean, since it’s Vulkan
You can use RADV on a bunch of older GPUs then for VRAD
guh whats different
the number boxes
ModDB doesn't have a public API, you would need to scrape the HTML pages to automate it
Would you or your host send the firing squad to my house for scraping it? lol.
okay! thats like atleast everything on the front page done!
I have no idea how well that custom titlebar stuff is gonna work on linux.
as long as the scrape is very light requests, and limited to only the required pages it is permitted
hell yeah
AI generated half life
shiny fart
What ai are u using btw? Cuz it looks blurry
SUPIR
Just why?😭 if you remaking game with ai ( dont do that) use pbr fusion its much better
chat i will be a bit less active working on gmod rtx due to school starting. hopefully nothing explodes 🫃
pregnant men
IS CR STILL STUDYING?
HELL NAH
elementary school?
PBR Fusion is slow as fuck
I already started
Yeah guys
CR is starting kindergarten if you didn’t know

damn
They grow up so fast
Nah bro its pc-relatable thing, of course if you have slow as f pc its gonna be slow, btw there is a preset for 10 g version if you experiencing problems with vram (just a small tip)
yea
mind-blowing
just wait to see what i can do with gmod rtx when i enter middle school
i don't think so
yea if we could move to the shader backend of source i would be so fucking happy
could remove engine patches entirely
i think he means the remix shader fixes
i think he means new gmod shaders

wtf is this

its marked as archive bro
Hasn’t been updated in 4 years but it has a pathtracer
i should probably take a look at what engine hooks it uses 👁️
We had Gmod RTX before Gmod RTX 
this could get us out of fixed function hell
Since its DXR, it could also support FSR 4, lmao
ez win
we had gmod rtx before gmod pt
Imagine we had the option between DXR and Vulkan for Gmod RTX 
stop stealing ideas from my head
@subtle bison seems all his things are open sourced like the binary module https://github.com/Derpius/gmod-binary-tracer

CR could finally have FSR 4
I wonder if the Remix imgui could be reused since it seems to also be imgui
sick
i am not implementing an entirely different render framework, i just want the methods and engine hooks it uses to pass mesh data
Wait, so does this mean we technically have a DXR pathtracer for Source?
thats what gmod without updated graphics do to people
remix is a much more robust platform to do this
i wish we'd ever have cool realistic re-animation addon on xdr base
thats a pain in the ass to get working
this is my literal reaction
@subtle bison was it Windows or Linux that RayReconstruction worked on RDNA 4?
it was a bug with optiscaler with spoofing nvgnx extensions
it never actually worked since the RR model relies on cuda iirc
so it just broke the denoiser when turning it on
It did that on both platforms
I have 16GB VRAM
every day we strive further away from god's path
🫠
what distro/setup you running?
i only have these 2 downloaded on hand right now lmao
10 minutes of black screen
forgor to disable hyper v whoops
ubuntu/kde wayland on my laptop
arch/kde wayland on my desktop
bazzite/kde wayland on my bc250
this is my personal opinion but we should be targeting wayland only
x11 is pretty dead
i use windows just as much 👅
ok now i got a distro running that actually wants to behave, i can try and see if i can fix this
guess ill just have to make it not use custom controls on linux 😔
i made it load the correct vgui font for the checkboxes and updown arrows from gmod if gmod is installed, and fall back to the ones you see there if it isn't (which is dumb if its not because gmod rtx installer lol)
what font is gnome using to make the launcher look like ass
i feel like my screenshot looked a lot better lol
BigPileOfShit font
don't know what else to do with the launcher, lol.
does anyone have any suggestions or frustrations with gmod rtx?
DXR implementation /jk
fixed function eye rendering
🤤
one of the last big issues
Fucked up normals, most likely
Man that's an issue that I don't think anyone has solved
can you add sharc? please 🥺
i kinda should've specified i meant with the launcher with this message
Father Grigory be like:
Ok, in the morning, I'll make the friendlier setup page, clean up layout a bit, then look at mod db integration, I reckon I'm gonna make a scraper that caches every request and then I'll make an api for it, host it somewhere, then use that in the launcher
pls copy the rust launcher setup page 🤓
its so sleek 🤤
gm cr
I hope some time someone will do remix for gmod for him 🙏
(this is comments below gshader addon)
it likes crashing a lot if i dont do a fake reset first
will do
i think it's mostly a problem with the binaries assuming i have a NASA pc with 512 gb of ram like they probably used when testing
newest x64 is wildly unstable
can we tell this guy?
yea
damn new bloom shader
we need rubat cooperationnn. im willing to sacrifice my first newborn on a blood ritual to garry for it
so sick
I do think Gmod shaders will be more popular than Remix
for sure
lol of course
1000% easier to run and access
ofc yes
because remix isn't in workshop and nobody makes video about it lol
i think youtube is the best way to make ts more popular
please do not make a video about it ☺️
for two reasons: easier to run
and the fact that gmod rtx seems to be dark knowledge only accessible to those who know about this thread
i have like 5 videos about it
I wanted to make a video on it
Comparing the differences between DX9 Gmod and Gmod RTX
80k views each
since i've found this mod because of xenthios pbr videos
so maybe remix just doesn't catch on
remix is actually fire
im surprised richter overtime or someone equivalent hasnt covered it
probably not many people come to the server
we need someone like necros or whatever his nickname is to make tutorial
any remix game runs better than cyberpunk with path tracing but worse than ray tracing psycho
to be honest, what kind of normal person uses this button?
and consumes way less vram
me
I actually agree with this, I can run Gmod RTX up to Native 1080p at 40fps with DLAA
let's re-create cyberpunk in gmod rtx
*untill you go to the big ass map or make every single inch of map pbr
garrybertxunk
garrystoletruck
truth
garrystoletruck at 20:44
what if rtx did more rt and less x
lots of amd users for a nvidia disocrd...
then its not representative of all amd cards 🤓
take your rtx 580 and run gmod with ray tracing emulation
traitors
I do want to eventually pick up a RX 9060 XT and a RX 6600 XT
screw it, real time radiosity
me when i dont want to buy a gpu 2x expensive for 1.2x performance improvement
I mean if I show a RX 7600 running it, it represents the lower end and shows last gen keeps up
its like 5x with raytracing though
RDNA 4 is next gen and I would hope people assume it runs better with its promotion of better RT
thats only including frame gen right? a 5050 is barely faster than a 2080
in PT specifically
even the one with the amd gpu in their name?
whats the perf difference in raytracing between amd and nvidia then
depends on the hardware, rdna4 is a massive boost compared to previous generations. My RX 9070 is equivalent to a RTX 5070 Ti in Remix
NVIDIA will always be ahead, especially with features like SER, OMM, NRC, RayReconstruction, etc
5070 ti.....
ahem... НУ И ГДЕ ЭТА ВАША БЕДНОСТЬ? (so where is this poverty of yours?)
oh yeah ray reconstruction my beloved
Might need numbers, I saw HL2 RTX showing a RX 9070 XT getting 5060 Ti numbers
where is the poor*
obviously im missing RR but in raw performance im paying far less for a bigger performance gain
don't use yandex translator it sucks
ray reconstruction alone might be worth the 2x for how fucking good it looks
it fixes like all my issues with raytracing
fr?
except reflections in remix
Depends, I find RR can look smeary in some scenarios, especially at lower resolutions
they've broken with RR
oh i play at DLAA
still cant believe they went through with calling a gpu "5050"
Makes sense then, sadly not all RTX owners have that privilege
imagine 5030
gt 1030
rr looks good at balanced though
rt 5030
best ray tracing gpu
second hand 4090's for all
New BUDGET GPU KING?
there is a single ray
and it can trace it.
ngl that was my 2nd choice, but the prices are so ass
1660 be like
imagine 5050 have 4x frame gen
and 4090 is not
frame gen looks good i would be satisfied with it
except the 50 series is still plagued with driver bugs
I saw videos with ray tracing emulation on it but i have no idea how'd they've did it
I don’t even use FG
ik mesa driver on linux has ray tracing emulation
i dont understand i only have 1x frame gen
god bless linux
it only does it once, per frame
Because the drivers have official RT emulation for DXR 1.0 and some Vulkan
30 fps -> 30 fps
NVIDIA did it to promote the RTX series
ikr
where is 0.5x frame gen
GTX cards can emulate RT on Windows and Linux
that's called dlss off
i wish there were two extra rendering modes in rtx remix
btw in optiscaler you can add amd fsr fg to any game that doesn't have fg at all
and
you can enable it (2x) and there is a button called something like "only generated frames"
so you've got 30 ai frames instead of real lol
guh
i wonder what that looks like lol
it looks nice
Give us DXR, NVIDIA
one is a raster render the style of source 2, where RTX is used for realtime lightmaps.
second is a raytracing renderer (not full pt) where its like quake 2 rtx raytracing
third is full pathtrace we have right now
Isn’t Quake 2 RTX Pathtraced?
they're probably all possible but that would require significant refactors in remix
since it's uses motion vectors it looks nice
i've tested:
on 130 fps with no fg, 205 fps with fg,
turning on "only generated frames" it keeps like 102 fps
and they look nice
it's very very hard to find artifacts
unlike for example base of 30 fps
1st i would imagine getting 300 fps full res
2nd i imagine getting like 180 fps full res
3rd i get the current 70 fps full res
dont think so it runs way better than rtx remix at full res
Well because the Pathtracing code is very simple, lmao
I’ve taken a look at it
Remix is far more complex and packs a lot more features that takes performance
Like RayTracing psycho
psycho doesnt look any different from high to me lol
people come into here asking how to make this mod work and they link your videos
saying "I followed this tutorial"
ok so i updated the 64 bit fixes on my install why is it crashma now
i didnt update gmod itself
is it the module itself? i couldn't reproduce anything there
if its what i think you mean you can fix it by turning this off
oh, didn't know, thank you!
but does it affect pbr materials?
i mean with RR they usually looks more sharper
i only notice a difference on perfectly reflective things
red
ffs i was wondering why i couldnt connect to steam
there are still barely visible artifacts
transformer
quality
1080p
diamond_wallby
hell i can't make a normal ss
it's on cnn too
on transformer it's way less visible
shrimp_roll from burger king or whatever it's called
hm
I just realized the DXR Gmod can run on MacOS
do you have a picture of it on hand lmao
readme
#1116089843479498782 message
inb4 launcher is 256mb



