#Garry's Mod
1 messages Β· Page 103 of 1
yeah
yay
@polar anchor do the same thing that burrito did
the max env brightness was at 10 wtf
wow
the flashlight issue?
yeah lol
its fixed dw
skyboxes...
send a screenshot like this^
i just wanted to add a height map da fuck
you didnt set them
set them to what?
to the ones in my screenshot
peak
how long did it take you to tag the disco floor π€
30 seconds
it is only a couple textures
on flux 2
long overdue but here is the increased limits for player-spawned api lights, cant unclamp these as they're networked and that would cause some issues, so just lmk if the limit needs to be higher ig
@willow fog is this satisfactory? π€
No. Bonemerge when?
next,
so what isnt satisfactory with the lights
Bonemerge
so then i take the new light limits to be fine?
Correct
yay
evil explorer
should i press ok or cancel
both
i think it is fixed?
holly sicky shit
Finally
absolute cinema
I'll let you know when I realize I forgot to mention something
oh yeah this is peak
oh yeah that is peak
light too wide
you can change it however you like π€
I can't
you will be able to 
I better
implement remix into dolphin
wow i did not expect this to work already
new custom occluder remix category completely fixes 3d skyboxes and other stuff from blocking map lights
better representation of what exactly is happening here:
#1116089843479498782 message
looks like it has the unintended side effect of making the map bright?
time to try a RP map
worst case scenario
It do what?
notice how geometry that is leaking through the skybox is no longer leaking
this affects perf fork and normal gmod rtx
fuck bro this is peak 
did a new rtx gmod release launch or nah?
not yet
still working on the final touches but hopefully i can get perf 0.3.0 and normal 0.9.0 out soon
βΊοΈ
75fps vs 75fps
update where
nowhere
WHERE IS
nowhere
https://steamcommunity.com/sharedfiles/filedetails/?id=3595882284 this looks like a good map for rtx remix
and i was right
btw
are there any pbr textures i can use for this wall texture?
i think skurtyy made a hl2 pbr pack but it was made with ai
seems to make everything shiny
this just crashes my game
rip
prob my storage
nah it might be the replacements themselves
i remember someone saying the same thing some time ago
gulp
is there an order I need to use these buttons in? I went to update my Gmod RTX install and it now just crashes
- switch to the newest launcher, that one is deprecated
- use the perf fork for now as normal gmod rtx doesnt work with the latest x64 update
got it
where do you get the new launcher from? I'm not seeing it on the github, all the links I see just take you to the 1.1.1 launcher I have now
aah I see, RTX Launcher Rust right?
no
oh 1.1.1 is a whole different executable, I didnt even see that when I got the update initially
got it, gmod now launches
I noticed on a few maps the point lights that translated over from the original game are far brighter after updating, was that a preset change?
if you're on the perf fork, it exclusively uses API lights and these try to match source as close as possible. So it will look different from remix converted ones
you can adjust the brightness of them in the spawnmenu though RTX Remix API > Map
enable entity anti-culling in the culling spawnmenu
thanks for the help
yeah that's 100% true
that's was me
Where update?
Guh
huh
sorry no weekend release, got distracted with the unity wrapper βΊοΈ
the what now
I need
Team Fortress The Second
Characcters
In Gmod
But idk how
I have the game
Idk how to use gmod
if you have tf2 installed just mount them in the games button on the bottom right of the menu
once you do that, reload the map, they'll show in the spawnmenu
Which menu
also why is your grass so big
Also this guy is getting the replacements treatment.
the pause menu
No clue
this almost passes for a blender render
With hdri, it really does lol
me when the skinwalker taking over my body gets a lil freaky
Where PMs?
holy moly, John Valve
wait boob physics exist in source?
jigglebones
been a source thing for a long while
wasnt meant for boob physics tho lmao
what used jiggle bones?
I should actually ask david
i remember it mostly being used for tf2 cosmetics
noisy how?
oh make sure you force camera jitter
I should try running this through blender's denoiser
the huh
one of the remix people said to turn that on when using ref mode
its in dev options
i enabled hdr on my gmod rtx for the first time
and
holy shit
its fucking beautiful
Can't see shit
anything i can do about this when installing addons? or am i cooked
did you use win + printsc for the screenshot?
no
what did you use because the highlights are clipped
so generally you want to take hdr screenshot with windows gamebar, reshade, or specialk image viewer so that the screenshot doesn't have clipped highlights
they're also probably also using the basic hdr implementation i added months ago so it probably has clipped highlights anyway
I've removed hdr from my fork so the next build wont include it
Yeah good. I always hated that button... wait... I still have it.
I don't mind the clipped highlights
wait how do you do that
and for hdr
i think its somewhere in the lighting tab?
how did you get this on the bottom left corner of your scren @willow fog ?
thx
np!
in the RTX dev konsole?
do you mean menu?
yes lol
saying oh god to normal perf fork gmod lol
holy shawty
there is no UI handling in that remix build
yea
ah, i love deepfried menus
as i said before, my implementation isnt really that good so i have scrapped it all together
they definitely do not work on the perf fork
lmao yea
also windows hdr sucks balls
why does it make eveyrhting dimmer when i look at something way too bright ingame
eye adaptation
yes, but your display also probably also has a full window brightness limit in hdr
holy that looks cool as hell what
all hdr displays do
r_3dsky 1 in perf fork lol
im always a massive fan of visual glitches that would work as dope as hell effects
i hate it lmao
the only reason why i dont really use HDR
are these the og settings for the flashlight? mines still fucked up, like when i move it smears everywhere
Yeah mine's using the default cconf
send a screenshot of the default flashlight settings pls
The default conf
I didn't change anything related to the flashlight
wait is that the perf fork in that video?
im talking about these settings. i cannot get my flashlight to stop smearing around, i dunno the og settings
can you record a video of the smearing?
what are the original settings for the flashlight inside this thingy
wtf
work better if i use a huge flashlight setting
i dont think the flashlight settings will fix that
it was fine before i fucked with the settings i think
something else is causing it to not be temporally stable
yea this looks noisy as fuck
its fucking annoying
my flashlight isnt flashlighting
does it happen in gm_flatgrass, i think whatever map you're in might have too many lights
ah let me try
lm,ao i cant get over these deepfried menus in HDR mode LMAO
ah
ok its working now
so in the map where its noisy, send a screenshot of the light statistics from the remix dev menu
im going to assume its like 2000 lmao
also on gm_construct_night it uses the daytime skybox. why?
idk
it also uses it for the neon contruct too
it probably uses a shader skybox for the night effect
i think its because you cant change the skybox colors with the sky editor anymore
yes skybox shaders do not work period
what the fuck is my water. i think this is only on this map
omg the overexposure holy fuck
this is gm_construct_night
maybe it uses a different water texture
What's fucked?
restir looks broken here
barely any indirect lighting
iirc RR causes this
I need the update so fucking bad
Thiss is hard
your vid freezes for like the entire duration

fucking stupid ass nvenc

in various maps I'm still having issues with objects culling, I'm messing with the culling settings and nothing I do seems to get it to fix it, is this just part of the performance preset? cause I dont recall this being a problem before
maybe I did something wrong, cause a lot of things arent like before
I was supposed to use these ones right?
yes the perf fork isnt bullet-proof to entities not culling
the biggest issue I noticed when updating is remix runs extremely slow now, before I could get 60+ with DLAA and no FG depending on the map, now on even simple maps I struggle to get 30 and setting DLSS to "ultra performance" doesnt help
how did you exactly update remix? i havent pushed a new remix build since nov 9
if you installed a fresh copy of the perf fork you already have it
oh i misread
well at first I just hit the update button, then you mentioned needing to use this launcher, which I found was in my gmod RT folder after hitting the "update" button on the old launcher
after opening the new launcher, per what you said about the latest version of gmod, I set the settings above to have the performance fork and hit the install/update button for all 3
you might want to try a seperate clean install to validate its not an update issues
the perf fork should never be performing worse
got it, I'll redownload the launcher and plop it in a new folder to re try all this stuff
hope the main branch is updated soon cause I remember it having no culling issues, though I'm guessing these issues are due to remix dealing with less objects for performance sake
yeah the distinction between the main branch and the perf fork is that they render the map different from each other, main uses engine patches to completely disable culling at the cost of performance, where the perf fork doesnt use culling patches and instead re-renders the map with custom rendering sub-systems that have much lower engine overhead
the issue is anything dynamically rendered with the engine cannot be handled by those custom renderers so we have to resort to tricks to force the engine to render them when out of view
i have already prepared a 0.9.0 release for main, i just need to polish it up and pack it
yeah I noticed that when loading into a world, where it redraws the whole map, actually was quite helpful as that process fixed some maps that were just flat out broken on the main branch
good news for 0.9.0 is that it carries the custom static prop renderer from the perf fork as an additional optimization, it doubles performance on a lot of maps that use them
the only downside is that it breaks existing engine remix mesh replacements but thats why i made it optional
well I havent done too much remixing, at most texture swaps for PBR, so I'll definitely use that, just the fact it fixes maps alone is good enough for me
are we there yet? (updated?)
also i don't really know where to check if it's been updated[
not yet
Aw shucks
yo @willow fog here's someone using pf4
then i also use this https://huggingface.co/spaces/NightRaven109/PBRFUSIONTextureUpscale
its not 4 but it works
what's so special about 4
waiting patiently for the addon-oriented remix assets update
I'm getting banger results with Chord.
This is AI?
That tells me their plans in the future
It looks surprisingly good
still wish some other mappings could be access via remix, legacy emissives are huge for just messing around without the app, but you still cant get the textures normals without extracting game files
oh thats not bad
gotta love having shadows on everything
God damn
I love that image
I'd genuinely love to have a smart chaser npc
Not a png
I have a few, though its hard to shake them, this is a pill cause the NPCs have idle animations and they dont stand still
it runs quite slow
i was today years old when i found out that beatrun is actually usable as a sandbox gamemode
i wonder what's the percentage of hl2 players that have seen this room
me
it's my first time seeing it despite being in the beginning of the game
based and exploration pilled
i literally all the times just went off this side and got way too invested in doing the parkour section, forgetting that there was another path
and once you get through it, there's no way back
finally, i was able to save the headcrab dude
after so many years
spawn the model then use the animator tool to play the idle animation and then freeze it
Shoutouts to the person who recognised me on stream as the "rtx remix discord server guy"
HW SKINNING NOW
What stream
it's pretty funny using base gmod and like
having a ton of addons to get shadows on lights and such and it tanks the framerate compared to just using remix
people look at me like i'm crazy when i say there are cases where raytracing is more performant than raster
also does the launcher do like
the lua menu thing?
back in my day i remember you had to use it because otherwise the menu didn't render or something
nope
since the main menu has been working for a while there is no need for the lua menu
oh okay
It was you? Lmao
iam back to messing with remix
Uhhmmh why are entities being culled super aggressively
maps also seem to be lit way brighter than they should be?
they're just flat out not lit correctly at all 
oh and beatrun messes up rendering even more

can someone
check
im just wanna know how it looks like with remix
lazy to update
fucking siiiick
kinda too bright
its defualt settings
in the api light
i usually set the angular multiplier to 0
crs gonna come and say "if thats default settings then you need a reinstall."
does that mean these are hl2 beta textures?
seems like props cull if they're more than 5 feet in front of me for whatever reason
** ** actually it's any entities
enable anti cull in the culling spawn menu
and a lot of map lights seem to default to being really bright white
some spotlights are oriented wrong
doesn't make a difference
yeah the spotlight issue is technically a map bug because they dont set pitch correctly, but i fixed it, will be out in the next release
no lol
Also i don't remember these lights being purple
that might be a RR issue? the light and model is white
or maybe a nvidia driver bug
as for lights being too bright, can you send me workshop links and names? im sure i fixed this but ill check them again
map in question from before is uhhmmm
it's possible it uses weird techniques for lights since the shadows on them look awful blurry compared to the default source lights with shadows
Tbh I kinda like how blinding the sunlight looks
its default projectedtexture
weird
me when penumbra effect
penumbra phantasm!?!?????
real life
i just don't remember shadows looking that fuzzy
if the map has a significant amount of lights like 300+ rendered at once, remix's denosier struggles, but this sounds more like a radius thing
but its not like that env_projectedmap entity works with remix converted lights anyway, just the api ones
it was in base gmod
im using performence fork
are you also getting the props disappearing 5 feet in front of you thing
man wouldnt it be so funny if rubat broke more stuff
nvm
had to reinstall it again for some reason
what do you mean? like frustrum culling or literally in front of you?
if the latter, you might have an addon fucking it up
run the game without addons and see if it still happens
if i had to guess you have a performance addon that does stronger culling
Is it normal for the original mesh to be rendered with the replaced ones?
this is hl2rtx fence btw
ccould it be lithium
i remember it was recommended in the past for remix
Worth noting that the frame and the actual chainlink are two different hashes in HL2. We ignored the chainlinks, and then made our fences a replacement for the frame
that could be what you're seeing here
i actually just figured that out
thats cool
good to know
i wanna stare at these walls for hours
i fucking love hl2rtx textures
idjksahfkjlsdhfgjklsdhfglisadhfkajshdfilkh
i can't wait until hl2 rtx is complete
might give me enough motivation to redo my gmod replacements
full set of replacementsnfor everything in the base game 
@subtle bison i dont know how big of an ask this is but
can you ask the LLM to write you something to prevent texture tiling repetition?
why? the trick garry used to prevent tiling should be working fine in gmod rtx iirc
not when you replace the texture in remix
i think
it been a long time since i replaced anything
ill just download the toolkit and try it myself
that might be possible for the perf fork but normal gmod rtx wouldnt be possible
fuck 32bit users
both are 64-bit
i havent touched 32-bit in a while, but honestly normal gmod rtx is the right path now that i ported over the custom static prop renderer to gain back lost performance
actually its still very visible
Stochastic tiling?
maybe?
@subtle bison is it normal for some of the models to be not replaced?
if you're on the perf fork, static prop replacements dont work due to differing hashes, skinned meshes also dont work but thats an issue with gmod in general
why is it that some work and some dont?
wdym? like for physics props?
b3313 music spotted
physics props arent replaced
but chains are?
barrels for example
they are technically skinned, even if they only have one bone, a lot of props are like that. normal gmod rtx has a patch that iirc forces static studio hw flags to fix them from having unstable hashes. perf fork doesnt include them as they become unstable randomly
though its on my to-do list to figure that out, but i cant imagine it will be easy
im trying to get 0.9.0 for normal gmod rtx out today so hopefully soon you can mess with those mesh replacements
idk what beatrun does to fuck up rendering
it's probably the hands specifically
having runner hands equipped makes most lights disappear
other than a light at whereever your spawn is i think?
Shoot I keep forgetting how to fix the media player. all i get is a white screen
also some MWB weapons cause this and wont spawn
Seems to be mostly ARs from Bo6 and Bo7
Cause all pistols ported from bo6/7 so far work just fine
oh i had it disabled
well atleast we know that Michael's house from GTA V is amazing on rtx
runs amazingly
wonder if i could just hack in something to like
Not render hands
i could also just make an issue and hope the rendering behaviour gets elaborated on and the issue doesn't get immediately closed because Idk
heh dammit
βΊοΈ
normal gmod rtx with SPR
might run faster on perf fork in general
definitely not I've used the mxr and the m15 on remix and they loaded fine
haven't tried the ak27 tho
but those models do not get close to even reaching software vert limit
that's bigger models like the vehicles
modern cod weapons have separate meshes per part
i think rubat fucked something
vehicles do too but they have so many verts it's just like that
perf fork doesnt have this issue because it renders the skybox with its own renderer
nvm this is caused by an addon
what addon
i remember doing little big planets earlier and depending on my view direction/position it'd change the skybox
** ** that was on the perf fork though
(i believe)
I enabled it and they still wont load
Console doesn't say anything
okay i actually can't find anywhere it'd be doing weird rendering
what
it's probably in bodyanim i guess???
okay yeah it was lithium breaking entity rendering
adit still has completely inaccurate lighting
one thing id like to do is fix the attachments page for ARC9 and MWB, but I cant find the stuff to mark as render targets
many such cases......
day whatever of me waiting for the addon material api
that was me
I was actually really surprised to see you there
and I only know you from here
I'm so old. I thought I was looking at the one map from The Specialists
hate to say this but even the remix replacement lights (grabbed from FF) dont get the brightness right, its a tricky thing...
this is source, remix lights, and then API lights
i mean they should still like probably not be blinding white
you have to remember a lot of post-process stuff makes this brighter
do you mean like the glide ones?
no, the ones in adit
think i found it but it doesnt look like that light works properly lol, its pitch black
i assume its the env_projectedtexture one
but yeah the api lights are definitely brighter here
btw the legacy emissives also contribute to light so that might be why some areas are completely lit when they shouldnt be, the map maker used the wrong skin for the light
there is no light here lol
i mean it was more the case in my experience lights were like 10x brighter than the original map's and they weren't even the right colour
yeah i see that here lol, wonder what causes this
because we're getting the light info from the BSP itself
ill decompile it and figure it out
one of the spawn areas was almost completely lit as opposed to being like kinda moody
this one?
oh
original map area i don't think i have a screenshot of it in remix though

oh this is normal gmod
yeah
another env_projectedtexture light i guess
on my end that room is almost completely lit up for some reason
weird
afaik i shouldn't have any addons enabled that affect light
so on your end with remix, the area in my screenshot is super bright?
and other maps don't have that problem (i think)
mhm
it's not like it's overexposed or anything it's just like the lights in it are much brighter
would you say this looks adequate?
yeah that looks about what i'd expect
yay
also at the mention of glide
i noticed their lights seem to slightly lag behind the vehicle
yea iirc i have fixed this, but i dont think its in the 0.2.0 perf fork release
ill check
perf fork update when
im trying to get the main build 0.9.0 out first, it will have the same api light stuff as well
also is it not possible to render skinned meshes with the api
would still need the same detours as a engine patch so would be rather difficult
also gmod x64 is like the one game that makes the remix api really unstable, so getting meshes working requires me to modify the runtime to support presenting meshes, lights, etc via remix instead of per-frame calls

yeah lag is fixed
waow...
lol dw it shouldnt be changing anytime soon
Model is ass
re-rig it yourself burrito 
guuuuuuuuuuuhhhhhhhhhhhhh
addon rremix replacements when
still wouldnt know how we would be able to upload those to the workshop, dont they whitelist certain files?
gaw hell naw
also does static prop/displacement map shenanigans get cached
WHEN IS THE UPDATE YOU MOTHER FUCKER?
no fuckin clue lmao
I need the texture tagging asap
im still trying to get api lights to be consistent for every map π
wdym
like once it does it for a map does it store it and then load that next time or does it recalculate it every time you start a map
recalculates every time, caching might be possible but im not sure if that might fuck stuff up
mmm
nvenc encoder moment
AAAAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHH
This works. Enjoy dlss balanced
Incredible rig
kek
why uncle burrito? i think better uncle goonito
mmmf
What's wrong my brotello
brotimus
brotato
brotimus prime
poor amude user
without rr
dx12 users get RR but VK doesnt π
ok apparently not?
just a normal point light
hi normal point light!
does the launcher force config settings on startup??
(also this is what adit looks like for me)
the binary module does, but nothing for the lights
i've noticed whatever changes i make in my remix menu get reset next time i start the game
i've tweaked the api lights further on my end so yours (0.2.0) will probably be brighter
everything? i'm only changing volumetrics, post process, and RTXDI
do you touch ray reconstruction?
this is the file that has the settings
no
you might need to change your remix preset to custom so your settings save
hm
did a driver update make remix like
Not fucking work right when i'm low on memory
it used to tank my framerate but it was still usable
now for some reason it crops the view to be a tiny corner of my screen with everything glowing red
nvidia driver moment
does the flashlight replacing not update the like
state for it correctly?
seems like things that detect if you're flashlighting or not don't work
yea thats been fixed but not out yet
update when
when its ready cuz i keep making promises i cant keep π
launcher latest commit option when
oh i wanted to give the vacant industry remake a try
it forces 3dsky

it wont let you turn it off?
guys which is the best car addon?
Imagine workshop
glide
its like ultra best, absolute beast?
one day there will be eyes
Lol
yeah
it immediately gets toggled on if you try turning it off
** ** i think there may have been a conflict of interest when loading because the popup for the 3d sky warning was overlaid like 4 times
same
@subtle bison hey how about adding nightly builds option in the rtx launcher?
im tired of stalking your github account
steam recap came out? 
aa that's a cute emote. are there more?
thank you
i guess i could set up github actions for the runtime and compat mod, but i dont know how would be able to get the launcher to download actions without a API key
ask runestorm
they made the rtx remix auto downloader right?
i think it allowed for downloading actions somehow
oh i think i found how
i see why lights are white on gm_adit, i'm checking HDR values first, but i dont have any handling when they use SDR values
looks like the real issue is that the lights werent made correctly lol
there is no brightness
looks like the reason why it works in normal source is that it uses a fallback value of 200 if the brightness is not specified?
works now but i need to handle the falloff distance values
inverse square when?
?
physically accurate light falloff
iirc remix already does this?
its just whats being sent to the API is inaccurate, need a way to convert the 50/0 falloff distance into radius/radiance values
ahh
heck yes
siick
now i gotta go back and check hl2 maps that use hdr and these distance falloff values and see if i regressed anything
if not, i can finally try to get this update out
ill check in a bit
Static
Anime models generally don't use spherical eyes anywhere
(env_projectedmap still doesnt work correctly atm so i manually placed a light above the fan π€ )

that looks way better
projectedmap support when
its already there, but i think its stuck in the map geo or something


You know
It's funny that I never noticed CR in this server until I installed GMOD
And I've been here basically from the start
ty discord CDN
crazy how far we've come
also wait how was this comparison done 
does the non-perf version look correct with raytracing switched off now?
ye because its just normal engine rendering
this wouldnt be possible on the perf fork
and
it uses nightly.link, yes
but some additional stuff is performed as well
mainly grabbing the conf files and also including dxwrapper
literally is out of the map π₯
i guess the map maker was relying on sauce engine jank to make it work
so i moved the light in the decompiled in the map and ofc it works
π₯
added a check to see if a light is stuck inside world geo and will now push it out the nearest open area, works for adit and my test map

what the hell is this material
.
π
i swear no one is fixing driver bugs on this fucking platform
i'd be using linux right now if the frametimes werent so shit with remix and proton
im crashing out so hard rn
amd is gonna get u
think i have finetuned the auto texture tagging as best as possible, but there are some that will look like they're fullbright because they dont use VMT params correctly π
incredible
flux2 runs on normal gmod rtx now but its fucking unplayable
even with static props off
ugh
dude its not even funny how much faster the perf fork is
both are using SPR so its not static props, i guess culling patches impact the engine in other places i dont know of
its not the world geo, that i know for sure
they gonna disable rtx for u
oh yeah the map
see why it's my preferred

Also the cursor doesn't unlock when you open the remix menu while the game is paused
Donβt post that model I heard itβll cripple a sonic fan or smth

oh also are there any updates on infmap working or not
given 3dsky doesn't work i'm guessssing infmap still doesn't
works is a strong word, but it sort of does until you exit source engine map limits, then certain models just stop rendering in remix
iirc its because infmap manipulates object and camera coords and remix absolutely does not like that
i don't think that's something easily fixable
https://steamdb.info/app/3529100/depots/ so THATS how you mount portal 2 rtx
oh no the depots have been located @winter radish π±
stupid key
kek
give key trust
give key trust (again)
apparently if you have over 1K addon subscriptions, gmod will keep redownloading existing addons when you boot up the game
pain
finally, construct remaster with rtx
map crashes on normal gmod rtx because of the culling patches for whatever reason, so perf fork only
Incredible
perf fork wins again
only thing perf fork loses at is culling and periodic frametime stutters
Thatβs been a thing, lmao
which still kinda sucks
can you guys take a look at these 2 maps? in perf fork for grief walls dont load
https://steamcommunity.com/sharedfiles/filedetails/?id=756359423
https://steamcommunity.com/sharedfiles/filedetails/?id=2750243009
same with liminal bunker
in 2025 π
is this a known issue
it happened to me fairly constantly until like june
bunker looks ok? what walls are missing
the camera cuts in grief crash my driver so this might take a while
maybe that new update fixed it
the last time i saw it it wasnt workin
also
π₯
yeah this looks fine?
gotta be the new update
you might need to turn off PVS culling for world and displacements
i removed those since they dont really improve performance
no
if you mean in the current release
0.9.0 for normal gmod rtx and 0.3.0 for perf will have it fixed
update when
when its ready
i got a huge ass to do list
changelog when
sybauπ₯π
holly mother of god
why its not 1.0.0
because eyes and hw skinned meshes deserve the 1.0.0 status

also wait for 3d skies would it not be possible to take the mesh for the skybox and Move it to where it should be

do it urself
no particles/entities but it'd be better than the emptiness of the sky
it would require doing a custom renderer for that and also somehow scaling it correctly
i mean i would prob also bring it to normal gmod rtx because the 3d sky still culls which causes vertex explosions for nvidia users
another pain in ass i guess
perhaps a 1.0.0/0.4.0 feature
SO JOLLY!
automatic pbr from material info when
also does remix unload the original textures for things if they're replaced
What
holly
i heard next update makes coffee for you
xmas
i heard the next update gives you more ram for free
@winter radish you abandoned
It's happening for props too, is there a new object culling setting? I don't see a setting for it 
you probably have an optimization plugin installed
lithium usually causes this so see if you have it and remove it
ahhhhh good coms good coms, it was lithium
Oh yeah I was going to implement this at one point and forgot
ready when






















