#Garry's Mod
1 messages · Page 104 of 1
let him cook peacefully
whenica
perf fork?
yes
disable pvs culling for world and displacements
if those options are even still available
I wonder if this is a 50 series issue, I saw someone else get noise with water too and I can't pinpoint what's happening
try without RR or transformers
this is bcz of dogshit dev_monitor water
if u lower normal strength for transculents its gonna be not that fucked
This is an old water issue that randomly started happening one day
Was it dev monitor water that did it? Or did the old water replacements also do it?
old water is fucking gorgeous
dev_monitor have bad scaling on maps
are we sure its dev_monitor? its just replacing the water texture, unless the resolution is directly responsible for the size
this also uses the old water replacement texture still
here is dev_monitor texture
when i get home ill see if dev_monitor is causing the issues
btw how do you do that
I have the same issue, I find that the water normal is microscopic on a lot of maps, thus the moving detail is simply too fine at a distance for any denoiser not to go haywire as it can barely get more than a samples worth of data before its suddenly an entirely different spot on the texture
at least that was my theory
just like i said before, dev_monitor water have a awful scaling on almost all maps
bro playing gmod rtx on he phone
gmod rtx FreeBSD OpenBSD ARM64
haiku would be pretty cool
Solaris
ok no
1 fps gaming
what about when i get home ill see if dev_monitor is causing the issues
misinformation
lies
i love how one of the few remastered models in the hl2 rtx demo is a combine footballer
trust, i am
i gotta get the old water replacements working first
goofiiiiest ahh
um
its already disabled
im not sure if its a hl2 rtx mount problem or not
maybe? what is the map
i fixed it by running normal gmod then going back to rtx
guh
btw the light lag seen with glide is a remix\framerate issue
notice at 30 fps the light falls behind the bike despite the position of the light still being in the same place, meanwhile at 120fps it stays where it's supposed to be. The light isnt lagging ingame or the API, i believe remix just cant sample lights that quickly at such a low frame rate
im gonna take a wild guess and say RR wont have this issue?
lights do update really slowly on non nvidia cards 🤓
RR is just better, get gud

bluestone whne
shutthefuckupica
yapica
greenstone when
give key trust 👀
also working on making the launcher delete files that would conflict during an upgrade, so hopefully no more asking of clean installs
you can now swap gmod rtx branches with nothing breaking 
FUCKING FINALLY HEEEEEEEEEELLLL YEAAAAH
about time the launcher got fixed 🤓
github CDN is so ass 🥀
nvm my ISP is throttling my upload speed to death, was able to get it finally out over mobile data 💀
https://github.com/Xenthio/RTXLauncher/releases/tag/v1.2.0
im coming
think I found the biggest shadow vertex filter offender possible
also the skybox is rotated 180 degrees horizontally 🙏
ye its fixed in perf fork already
oops i meant to say its fixed but not out yet
Oh
On another note ExoPBR is out, mixed results so far but I can understand, it's screenspace_general (not even the new version with 8 textures 🙏 ) and it's a dx9 game
metallics need some huge touch
its just pure black
bullshit results
coughing baby vs hydrogen bomb ahh comparison
What’s exopbr?
It’s stuff like this I’ve been hoping for from the shader updates, amazing work
updated my launcher to the new version and it made a new install for whatever reason?
** ** said install also has permanently broken upscaling the same way i was getting randomly before
i figured out it is upscaling since disabling it fixes rendering (but also leaves me with a less than ideal framerate)
non-dlss upscaling has the same 'output isn't scaled up' problem but it doesn't turn everything a glowing red
so cool
guh there is no way it made a new install on its own
i changed the launcher manually since its updater wasn't actually updating and it was acting like i hadn't installed anything
** ** then when i did install things it used a fresh rtx.conf and gmod settings
it only overwrites the config/server.vdf and deletes the remixbinary folder when it does a fixes package install, so what gmod settings exactly?
enabled addons and their settings, keybinds, video settings, etc
well you did do a clean install so yeah its copying whatever is from your vanilla game
as for the DLSS issue, are we sure its not a driver bug or one-off? the remix version hasnt changed in over a month so i dont see why that would break, no one else has said anything so far
it used to be relatively one-off but after the reinstall it's happening consistently
i haven't updated my drivers since i updated so
anyone else want to try doing a clean install and see if they have DLSS issues?
@onyx ridge i would try updating your drivers tho
XeSS and TAA-U work for me just fine on a clean install
toggling ray reconstruction from transformer > cnn > transformer fixed it
what
okay that only worked temporarily
taa-u works fine but it also has a worse framerate than just using no upscaling
okay i guess it could be related to my game immediately using 6gb of vram on loading into any map
no idea what could be causing it though since i have even less addons enabled than i did before
does it happen with all addons disabled via the launcher?
any of the mw infil addons eat vram
https://github.com/sambow23/garrys-mod-rtx-remixed-perf/wiki/Problematic-Addons
is there a way to force remix to unload textures and stuff so i don't have to restart my game every time i try
remix should be doing that automatically
the game might be holding onto the textures
okay i think it was a playermodel i had equipped that was causing excessive memory usage if i had it on while the game was loading???
what is the disconnected fork?
It's been updated, better cubemap handling now, just needs to grab the object's current cubemap (can only grab the map's default cubemap for now)
gmod rtx dead
Once we get RSM, contact shadows, this addon gets it's promised features, better indirect lighting, and cubemap handling AND I don't get a better graphics card yeah nah
buut if HARDWARE SKINNING AND SKINNED MESH REPLACEMENTS become a thing...
nah
never
if u enable all that ""cool"" shaders and set them to maximum, u will see absolutely same fps as in remix
but without any fucking tracing rays
poor bullshit baked lighting
and yeah
trillion bugs
In that screenshot I have 300 fps
I would have about 15 fps in the same map, same gun, DLAA
But the thing is, it's a stupid comparison, remix is a whole other way of rendering the game
screenspace_general shaders are just that
shaders
vastly different goals
it's not apples to apples it's apples to shards of glass
In the screenshot I have: fully ExoPBR rig + gun, shader bloom, and normal gmod DoF, still runs as it should
looks like u fucking blind
of course if you're on a gt 710 and you enable every gshader possible
but why would you do that?
and even if they do
what's it to you? or to anyone
everyone gets enjoyment in a different way
fart sfx
We're here for the technological advancements not for petty comparisons
you need to grow up
talking to the wall
not sure how many maps use the flicker feature but API lights now have it implemented
ngl im probably going to add back lightupdaters for normal gmod rtx and even perf fork as the default and make the map api lights optional just so everyone has a choice
prob horror maps
choice between big pile of shit and godlike feature
hu
misswipe
dear valve, fucking why
gonna have to turn off auto-categorizing legacy emissives by default cuz of shit like this
hell nah
some turtle rock studio guy: why not add some random bullshit in texture parameters, like "selfillum"
just for fun
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imagine if u add cool feature like hw skinning
4k turtles
plushie
4096x4096
pbr
trillion polygons
I like turtles
don't turn it off
just make it possible for the user to fix these flukes
(if they are indeed flukes)
only way to fix this is parse the VTFs themselves to see if they use the alpha channel as a mask
i tried excluding materials that dont use an emissive mask in the VMT but it breaks a lot more than fix
can't the user just unmark the texture?
Okay but what you can do is adjust the legacy emissive code to just not do anything if the alpha is completely black
isn't theres
$selfillummask
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there's a lot of assets that dont specify it but somehow still have a mask
bcz its uses alpha
ye
this shit just for specify
dubmass idea just forgot what i said
nothing ever happened
i guess the cleanest way to do it is what burrito said
but idk if that will still break stuff
can u check texture?
this texture
alpha layer
maybe its for dirt
idk
selfillumed alien intergalactic dirt
the list keeps growing 🫠
Release?
when i can no longer think of stuff to fix/change
at least within a reasonable scope
Smh my head
trying to make this a big update so i can go work on other projects afterward
Mono support 
neve
ok so what if they just fuck up the mask entirely and its even visible in the rasterized view
Chalk it up as valve issue and say you can't do anything
200iq move
good enough for me
maybe i make the auto-categorization settings apply per map?
i can leave on legacy emissives that way, but that means the user still has to fix any incorrectly marked emissives
useless fuckage
just write warning about it
that's it
now it works same as Privacy Policy
u don't read that = its ur problem stfu ky...
i don't think its gonna be big problem
u always can just unmark texture
and boom problem solved
it will get remarked the next time you load the map with auto-categorization enabled tho
boom fucking shit
Mapper issue. Not your fault.
maybe ill just add a cache on the module side to prevent it from remarking stuff
still thinks its better to unmark one texture
instead of marking trillion textures
css maps are kinda fucked tho lol
and animated screens
and just css lmao, hl2 and custom maps have been fine
some turtle rock studio guy:
decals use alpha so now i remember why i cant filter these out in remix
ill start working on the cache thingy, i think thats the best way to do this for now
how does it affected rtx?
it doesnt
How does it affect the economy
skinned meshes in gmod rtx is a recession indicator
this looks cool as hell ngl
Now how does it look on vgui skin lol
incredible
curbtree overload my arch nemesis
Oh lmao
is rubat even aware of us?
probably to some extent but i know any introduced bugs will most likely not be fixed
not due to him per say, but the fact we're using a very deprecated rendering backend for source
you can, but it will be auto-categorized again next map load
Alsop thought I should mention that I finally got my hands on the newest master build XOXOR4D's WaW Compat Mod. And that works with your CR build (with so far 1 working sky, i dont know how to fix that but hay atleast we got one this time xD)
Here for more examples. The legacy emissive tool works better here than my previous install with your build (without compat mod), it actually produces more light and less of a ball of light effect
nice
Do you have any idea how i can fix the fire? it has the black box on each flame
for that game? no idea
I was assuming that I'd have to do some toolkit foolery to fix it. Otherwise Cod (IW Engine) and Source are distant relatives lol
it sounds like a lack of alpha blending\testing but yes those games are very different, not to mention WaW uses a far more comprehensive compat mod
Do you think any of the source tweaks could work on waw? Wish the HDRI skyboxes could work on waw. It is in DIRE need of more skyboxes that work lol
no, nothing from source applies to cod games
HDRI stuff works on any game that has a stable mesh, just need to change the hashes in the mod.usda
the only gmod-specific stuff is the lua addon that controls the mesh that the replacement is attached to
@weak ermine the dev_monitor water scaling issue seems to be more of a mapper problem
it respects the scale i set in hammer just fine
ngl though i think removing the water replacer and just manually fixing all of the hl2 water textures might be worth it in the long run
but i think ill do that in a future update, i've added enough to the to-do list for 0.9.0/0.3.0
when will this be fixed?? 😭 😭 🙏
gmo rtx in 2067
neve
🙁
enrique
pretty SIGMA
that ain't tuff
api map lights are now togglable
here is the skybox leak fix in action
note that it will not hide anything that obstructs a light_enviornment, so maps like gm construct will still be dark asf
though that is probably fixable on the perf fork, but normal gmod rtx not so much
yeah i love this map
proof the remix converted lights are not always better than the API ones 🥀
at least with ravenholm, the d3d9 converted ones are wayyy to bright
eh
i think they're accurate
more like mapper issue
or game design
lore accurate
how, they also clip into geometry 🥀
nah, just because its what d3d9 exposes doesnt make them the ground truth, especially for source since they're baked as lightmaps anyway
i feel insulted
see shit vs cant see shit vs barely see shit
nuh its lie
btw just to get it out of the way, please downgrade your game to a version from like a month ago, latest x64 with normal gmod rtx is so crash prone
or just wait for 0.3.0 for perf fork
What's Changed
General
New
Skybox leak fixes (you need the newest runtime)
Remix API lights
Replaces source map and entity lights (can be disabled and use lightupdaters instead)
New tools to ...
nobody's here to celebrate
Everyone's moved to perf fork
perf fork aint even getting that much, its mostly whats in 0.9.0 and bug fixes 🥀
anyways ill see if i can get that release out, it should be copy-paste for a lot of stuff thank fuck
yeah going back to perf fork after a while made be realize how much better it is in terms of stability holy shit
i can load ep2 maps without losing my sanity
jalopy in da ice biome 🥶

💤
ok im done working on gmod rtx for a while
The other one doesn't matter
🥱
where do you change the physgun color?
it's just in rgb mode right now
the playermodel menu
ah, I had to die for it to take effect
hmm should apply in realtime
i havent tried it on other physgun replacements, but its supposed to get the hash automatically
you said it works when you respawn?
yes
in most maps I seem to be getting 60-70 fps with no frame gen on dlss balanced, not bad
yeah you'll be GPU limited most of the time on the perf fork
one day I'll get that 9950x3d, one day
what do you have now? perf fork should run well on much lower end CPUs
i7 12700kf
not planning on getting the 9950x3d for just rtx remix though, mostly for ue5 dev stuff
but it would probably give a big boost
it's using 90% of the gpu
ah
wow pretty good, what res and gpu?
1440p 4070 ti super
sweet
in gmod construct rtx I get like 40
everpine mall is a pretty dense map and im getting 75-ish fps on ultra performance @ 1440p
its nice to find maps that stay in the 100s, feels uncanny having remix run that fast
let me try
my rx 9070 is about on par with a 4070 ti
so hopefully close or really yours should be faster lol
getting 65 with ultra performance
in the same spot in my screenshot? perf will vary due to the PVS culling
yes
hmm pretty good
balanced drops me down to 42 🥀
full res is a solid 30 here
slideshow
gpu temps only at 53, damn
i forget nvidia has a lot more optimizations for remix because of SER and OMMs
im surprised RDNA4 actually performs as well as it does
the fact that full path tracing is running at decent framerates is crazy already
I can't type
gmod what did i do to deserve this

release?
bruh
is that true
scroll up
im dreaming
i don't have fingers
Congrats cr

wait what
modify the uv map on the model
if you just expect the texture to fit directly it probably won't since the mapper prob made the uvmap specifically for the texture he used
Export model to blender, check a tutorial to know how to change a uvmap, import back to remix by ingesting with the toolkit
it's not complicated at all when u just want to scale it
and in blender u should apply the polyhaven texture to check how ti looks like
Assuming hashes are stable.
No
misinformation be like
most geometry in the perf fork is stable other than skinned meshes

all world geometry is stable, you can check yourself
truly a magical game
auto tagging in 0.3?
Well
What the sigma?
wtf they still use those effects?
Those are from like the 2011 fortress era of the game
The backrooms maps are working perfectly now, by the way
Backrooms more like midroomz
christmas!!!
present
In fact every single decul is gone
Is this a perf fork thing?
yes they dont work at all
been an issue for a while
i dont think it's something easily fixable either
yes
see if 2 distant lights show up, lightupdaters might've gotten accidentally turned on
Figured
It was the conf
Ignore directional light wasn't enabled
the mod controls that
Also the conf keeps resetting
check for "disable remix api lights" in the base options in the spawnmenu
Fucking annoying
what exactly resets?
Everything.
Disable stochastic alpha.
That one texture option for arc9 magazines showing black
I keep forgetting you are HIM
You're THE guy
I'm spee
d
hot table
mmm
The sloprooms
iirc anything from may 4th and older
@willow fog 🙂
No, that's about it.
Also
Directional lights not being disabled is also hardcoded
Remove that
I have to disable directional lights every time
might be a bug with the mod itself, ill look into it when i get home. it's supposed to turn all game lights off if remix api lights are enabled
It disables spot and point but the disable directional checkbox remains off
ye something is wrong, ill find out soon
No ram?
@subtle bison i wanna ask is the input latency in gmod rtx normal?
gmod rtx and hl2 rtx latency
aaaaaaaaaaand my screen is frozen and flickering
Typical
Swap out the remix build see if it changes
input latency shouldn't be any different? i haven't touched anything related to that. make sure reflex is on boost for both and that the framerate is the same, otherwise the results will definitely vary
now that i think about it, the main difference is that there is no remix bridge on x64 so the input handling could be potentially different
also do you have mfg enabled?
not possible for the x64 stuff, compat mod relies on a lot of custom remix api functions to be available otherwise it wont init. Might be possible with x32 but i haven't messed with it in months.
Gary mod
modé
No mfg enabled and reflex was enabled in both
volumetric fog remapping isn't perfect but it's cool it works with the fog editor
i love seeing cool dupes/saves people have made with the same lighting quality i get with maps
who needs replacements
i need
look at this ugly ahh 16x16 texture
hl2rtx will fix it
i hope
imagine css rtx
♥️
did you make sure the fps is locked and consistent between the two games?
the lower the frame rate, the higher your latency
U think I should do that?
yes otherwise it's pointless to compare the input latency
idk asking cause sometimes launching gmod rtx the input latency is crazy especially when enabling mfg, i think this was one of the few times it was ok?
also for some reason goin here crashes the game?
perf fork or normal
i wouldn't be certain until you have a reproducable test case, such as playing the same hl2 map with enhancements off, fps cap, same remix settings, etc
input latency is directly tied to your framerate and frametimes
normal with a clean install and no addons
normal x64 is crash prone due to the culling patches (game updates have made them unstable)
im working on a launcher feature to guide the user to downgrade the game
but for now use the perf fork
gm_city_limits has fake ambient lights 🥲
it#'d be neat if there was a way to control specific map lights i think
Imma add you to the todo list

also wire compatibility

let me add light switches to EVERY light in a map
so did rubat block downloading depots?
my network works fine and steam can download literally anything else
steamdb depot downloader works fine but i dont think the usual user is gonna trust using a 3rd party app to downgrade the game
depotdownloader it is
also merry christmas gmod rtx gang
downgrading incoming
normal x64 finally stable thank fuck
☺️
BLACK MESA IS PLAYABLE FINALLY, SCRIPTED SEQUENCES AND EVERYTHING https://steamcommunity.com/sharedfiles/filedetails/?id=3628976480&searchtext=

could only get these maps to load with the downgraded game, even perf fork crashes without doing that
skinwalker
Mmm
gm chat
gm cr
hi
good morning
good evening
good night
good balls
I don't think you can block it
Some games had serious leaks through depots and you'd think they would've already done that
light culling on enhanced edition, not even in different games can i escape this 🔥
gmod rtx dont even have that problem anymore 🥀
that's the worst part, rockstar be sucking ass
i wonder if gmod rtx with vr is possible
though rendering two angles sounds like performance hell
Holochip has been developing the ability to incorporate advanced Vulkan rendering capabilities into OpenXR projects to support light field and other next generation displays. This year at SIGGRAPH 2023 as part of the Birds of a Feather program, Holochip demonstrated that Vulkan ray tracing has been integrated with OpenXR and enables users with d...
q2rtx in vr
if you are interested
pipes textures are fucked with hl2 rtx assets
i have no idea why its doing this
nuclear explosion
looks like the UVs dont match the model
pt gmod no freaking way
Only 40fps? AMD L 
engine bottlenecked 🤓
Righhhhttt, because my PC doesn’t suffer enough in VR 😭
PTPT
(I don’t use FG either)
bro was all AMD like 3 months ago
Sorry, but I got a taste of Jenson’s leather jacket
launcher now reports your game version by checking the signature of engine.dll
peak
Must be a virus

gmod rtx free virus unlimited robux free download no ads
how did you get the hl2:rtx materials and port them to gmod? are they the same assets?
they use the same material and mesh hashes so the original remix mod can be loaded as-is, no porting needed
except for skinned meshes but thats a whole seperate issue
normal gmod rtx 0.9.0 is now stable after you downgrade to the may 1st build
also forgot to mention, launcher now caches the individual packages so you dont have to redownload stuff when re-doing an install or something
Good stuff cr
And hated his 5060ti 😂
has the main branch been updated yet?
yes
the git repo doesnt even exist or is private
going back to this, I noticed after updating my remix install to be back on the main branch it didnt do this anymore, then I re-read that you made it optional, how would I enable this again?
RR really doesnt care for mirrors does it
Is there a tutorial for Installing GMOD rtx? My installer might be working incorrectly or i have the wrong update because it's not installing RTX remix. it says "FATAL ERROR: Remix package does not have a recognizable structure (missing 'bin' or '.trex' folder). Is the latest tutorial from Matschaak still up to date/legitimate?
download installer, click button, boom installed that's the whole tutorial
try reinstall gmod and installer idk
it doesnt start with rtx, the sky is broken (purple and black tile texture) and in advanced install it says "Not installed" for everything even though in setup it says i've installed it. also after installing it it can't install rtx remix, even though i do have a .trex and bin folder. this is my install folder, i dont know what it's supposed to look like.
@subtle bison help this poor soul
it works now
bruh
it's under RTX Remix - Performance
Ah, I guess I missread it, it sounded like there was gonna be a way to get the perf benefits of that and the main branches anti culling stuff
When installing I only see two branches, the base one and the perf one, the perf one still has the culling issues
And under advanced install I havent been able to mix and mash at all, gmod simply doesnt work, so what mix of branches do I need to get that inbetween?
-
There is only the main branch and the perf fork. I have added SPR (what you're looking for) to the main branch, it's under
RTX Remix > PerformanceunderUtilitiesingame -
have you updated your launcher? newest one lets you swap around builds
ah ok
I have updated my launcher
to be sure something wasnt wrong, I completely wiped my Gmod RTX install folder and redid the installer using the setup tab
the main branch is really unstable, I can barely make it into a map
use the new downgrade button
the binary patches aren't update-proof hence why normal gmod rtx is so unstable and needs downgrading
well its more stable for sure, but it still has some issues the perf preset didnt, lotta textures arent loading on some maps and are just replaced with black, and these are maps that the perf preset had no issues with, guess you cant have your cake and eat it too right now
can you provide the maps with that issue? In my testing both perf and normal functioned identically, even when downgraded, except for culling behavior of course
currently experiencing problems on https://steamcommunity.com/sharedfiles/filedetails/?id=3536203535
this is the main one I been testing
ill test it when i get home, let me know if there are others
here is the black I was talkin about (light in the ceiling placed by me)
so those seem to be textures that just arent loading, idk whats causing this, ignoring them ignores the geometry they are on, so the floor and walls (and many other spots on the map) vanish and you can see through the void to other floors
and I can tell its the engine not loading stuff right casue its there even with RT off
I never had this issue on the perf preset though
perf most likely doesn't have this issue because it skips engine rendering
however on the perf preset, these office doors, being just moving props, arent effected by any of the anti culling options available to me there
entity anti-culling isnt foolproof on every map, there are other ways to counteract this issue but it involves modifying render bounds and that caused a lot of headaches when gmod rtx used to do that
ik it isnt, just mentioning it so if you ever do find another work around, well you have another map to try
im very curious to see why the engine renders those textures like that, could be something unique with how the mapper uses source materials or something
ill find out soon
if I spot any more maps with this problem I'll plop them here
oh another easy to fix bug, on the map "nestor" it nowadays works wonderfully, though there is an issue I just ran into
one of the stairwells that can spawn uses bright cubes behind windows to give the illusion of daylight beeming into the staircase
those blocks use this texture
I turned it off, but it was set to "sky texture" and it was causing problems when it was set to that
did a map use this as a texture for the sky for it to be marked this way?
I only see it as worldspaceui in the default rtx.conf, The auto-categorizer might have tagged it that way for some reason
ill have to check the vmf when i get home
aight
it also seems to have an alpha mask, I've only seen this in nestor and dont recall it being transparent at all (you arent really supposed to see the skybox after all) so it could be another legacy emissive texture
drivers are still shit, ngl
most recent problem is with Alice Madness Returns

@winter radish this is gonna sound insane but these settings fix my graphical issues on remix with linux and raise fps dramatically wtf
the key setting being the RT modes and force merging meshes
holy shit im getting 90+fps in voidplaces
Force merge kind of makes sense
Instead of having a billion individual meshes, you merge them into one big one. Or maybe a couple medium sized ones. Not sure how it works
Non perf?
I think I used this for Steam Deck
nah perf
👎
also this setting has like no effect on the windows driver
normal has SPR so you would probably see similar performance there if you turned it on
iirc i tested it as well
Hm
Wack
Because Mesa weird with Remix
It used to be peak, but now it’s just problematic
its great with those settings
90% of my windows perf
microstutters still feel a lot worse but i think that has to do with proton more
you can untick an option in rr settings but i forgot which one
send me a screenshot of all the RR settings and maybe i can point it out
the only option I had for it was changing between the CNN model and transformer, unless there are more I never noticed
though strange thing was (while not that visible in that shot) I could see an outline of my physgun, kinda just looks like certain frame buffers are getting stuck/not updating properly
theres more settings under denoising dropdown i think?
interesting
let me boot up gmod RT again
never messed with these before
though I should try out model D for the transformer, I hear thats really good
oh wait I think I found it, DLSS RR Specific Surface Replacement
model D fixes the transformer artifacts but results in more boiling/less clear visuals
Got it
Gmod downgrader gives me this
firewall or isp block? the URL is definitely valid as it points to the latest release archive
https://github.com/SteamRE/DepotDownloader/releases/latest/download/DepotDownloader-windows-x64.zip
Yep that's it, sorry forgot to respond, lol
When we download depot? In theory we only need to download the old binary files right? Can't you fetch those from gmod dedicated server without account authentication
Random thought
would the dedicated server provide shaderapidx9 binaries and stuff?
honestly if it does that would be FAR better lmao
Hmm good question
You made that only download binary depot right? Not the content one?
Ok good just wondering lol
What if I told you I was making my own ui framework and I might want to move the launcher over to it 
Nah that's just the theme I'm using for testing
would it be another frontend or replace avalonia?
i was just getting used to it 🤓 /s
lol idk probably another but it's not ready and this probably won't replace avalonia and just really be for the fun of it.
Not actually replacement
ah gotcha, excited to see what ur cooking tho
is this by any chance inspired by the Source.NET project? they have an almost perfect vgui recreation as well
lol, nah it was inspired by s&box ui system
I just happened to have made a million themes for that already
i wonder has anyone compared how well gmod rtx performs on construct from january 2025 to december 2025
i would imagine it would be the same? (ignoring different remix versions). Construct is gpu limited for the most part
ya asking mainly cause i wanna see what optimizations were done on the remix side
Happy new year
also i think i remember like
if i try to select the render target tab in wiremod the game freezes
this isnt a gmod rtx issue it seems, for some reason the decals on your end are corrupted or something?
also wow this map runs a lot worse with lightupdaters
(this is normal gmod rtx)
Guess I gotta rerun the installer
i'd check your vanilla game first, or disable all addons except for that map
Well since this is a diff directory I can and have launched RTX less gmod and I have 0 issues there
I mainly still need to for multiplayer since remix completely dies when I join someone
yeah multiplayer with non-rtx folks is probably not gonna happen for a while, unless you're hosting a server with the addon
but that might also mess up non-rtx folks
last time a dedicated server was hosted: #1116089843479498782 message #1116089843479498782 message
worked pretty well
If I could get the building mechanics of this in sandbox that would be fun to mess with, and since it would be all props a good demo of RTX
just tried it, it works but there is some black post fx texture that covers the entire screen and i have yet to find the hash to ignore to hide it
but if you disable Orthographic is UI you can see
Just make the addon check for the binary, if doesn't exist don't do anything ✌️

By the way. I may have spent a hundred dollars on Claude. How do you do your vive coding?
windsurf and cursor, i just rotate inbetween when i run out of my paid credits
-# will it just be for gmod or?
oh hell fucking nah
wasn't sure if you doing game specific stuff lol
this bro cooking without stopping
yea it looks like that sometimes, but gmod is just my easiest game to test with
rubat if he wasn't a dumbass
amd driver bugs with the gbuffer mode is probably made this take a lot longer
indirect lighting was working 2 hours in but the sky was always black, just occured to me to try to change gbuffer to traceray rgs and ofc it worked
here's hoping you can do whacky stuff with the atmosphere system
yeah im going to get as close as to the frostbite paper as i can
I need my deep blueish purple skies for halo 🙏
imagine if this guy implement clouds
yeah clouds is next,
like volumetric clouds like what decima does???
-# honestly one of my biggested concerns longterm with halo was getting the skyboxes looking good because they're so iconic
-# was planning on leveraging inverse tonemapping and AI upscaling to convert the old skyboxes into HDRIs by hand lol
cant see letters
is there a paper on it
👁️
im not home but i will find out soon
will this have api usage

😉
fog volumes next
🥵
im dreaming
just to be clear the lighting is being driven by the sky, right?
sort of, the sun isnt really casting any direct rays atm, im using a remix distant light to compensate, but the sky is providing the indirect rays
#1116089843479498782 message this is lit by the sky alone
also will the sky color be selectable?
yeah, it's already there, though its a little rough
having a ready made solution for skies is gonna be awesome
i cant wait to hook this up to the remix api once i figure out some of the remaining precision issues (the black streaks at the horizon)
full ToD system for gmod 🔥
🤤 🤤 🤤 🤤
ok actually lets see if i can start getting direct rays to work, i really want that natural sun
im not gonna watch that thread bcz i will drown in my drooling
what the fuck
i think i accidentally created two sun disks
tbh i dont really need them since the actual light casting works now
YAY
this is undeniably peak
Explain this av1 video
download it
It doesn’t decode for meeeeee
guh
@subtle bison volumetrics works with that sun?
😭
damn just imagine
we have physically corrected lighting
materials
its probably not too hard to fix? I think its just missing in whatever integration pass volumetrics use
now sky
soon clouds
is it real life 2?
😭🙏
imagine if someone add realistic weather
bcz gmod's weather addons kinda fucking fps bcz of alpha textures
even default gmod without rtx can lag with these addons
who the fuck needs this new games
shitbox
we have that banger
if gweather is open source we could probably modify it to work via remix api
why not just stea....
isnt its like
if player fart
then drop png water from sky
bro typed something
and vanished
eh i guess that's true, doesn't look like they have a GitHub page
if i end up modifying it ill just credit them in the readme or something
plsss noooooooo
im drowning
😭😭🙏🙏🙏
cr i really need this
my sky is kinda homeless
hopefully it will be out sometime soon, im sick so i got a lot of freetime to work on this rn
yammy
i hope its not just perlin noise and there's a way to add custom cloud designs
Imagine Remix anticheat
Like if on MP server, you can’t do things like make walls invisible

useless shit
@subtle bison Is the atmosphere multiscattered?
yeah there is a LUT for it
What are LUTs again?
lookup table, for this its for precomputing the multi-scatter contribution for the atmosphere
I'm saying it because it looks a bit too orange
I'll go to the thread
Can you show me the table
i dont have a way to visually show it since its computed by a slang shader but i can send the code for that if you want
no pls ill accidentally skid it
probably could use the renodx devkit to view the lut
not sure if that would be worth the effort though lol
Volumetric clouds? 😶
This historical GMOD map was updated after 11 years!
#garrysmod #gmod #fnaf #gmodfnaf #fivenightsatfreddys
credits
Improved fnaf map: https://steamcommunity.com/sharedfiles/filedetails/?id=3601547919&searchtext=fnaf+events
Original fnaf events map: https://steamcommunity.com/sharedfiles/filedetails/?id=382155331&searchtext=fnaf+events
Keithys p...
rtx remix update
seriously
i was thinking cr post something mindblowing about his sky
or maybe clouds(😭🙏) not the fucking
rtx renix update
That'd be in #1456958203681308877
ahh hell nah
Stop your advertising, banned
I was so excited to read the patch notes
i was talking about the fnaf map lmao

new preset M looks crazy good, even in ultra performance
Personally I still notice how distant objects get kinda blurry, though I hope in the future the remix devs add the option for dlss sharpening to tune it down slightly
tested it in cod and it's a very good improvement
but on my 3060 it's a bit costly on fps
it's a horrible day for AMD users ☺️ ☺️ ☺️
I heard preset L is a lot less costly
Only 5 fps hit on 3060
5060 ti looking real good right now
Pls stay on amd so u can optimize remix for amd and then I can reap the benefits of your effort for my future remix mod
yeah but even AMD themselves has given 0 vulkan love for an entire year
constant driver crashes and no FSR4 vk
it's honestly pretty draining lmao
Too focused on ai
Opening the amd keynote stream and having the first thing I see be amd X blue origin is also pretty draining
nuh
let him use nvidi
gpu
can you please compare with other models?
I'm too arsed to do that sorry but I can say M looks a bit oversharpened
at least in gta v but I think that game has a separate sharpness filter (and all the post process fx you can't disable normally)
looks blurry to me
Remix doesn't have sharpening mind you
And that's ultra performance
So this sharpening thing varies by game
i can try compare how the raw noise output looks
default portal rtx model vs model M, stationary
default portal rtx model vs model M, moving
i wanna ask how do thin wires like power lines fair?
I didn't check
Worth mentioning that preset L is for ultra performance. It's explicitly tuned for it while M is not
i used preset L to see how the base noise output looks compared to the model used in portal rtx
holy shit its shocking how much more stable the noise is
learnt that you can have binary modules loaded in menu before you even load a map
@subtle bison is this useful info for you?
unless you already knew then whoops
just felt like saying it somewhere just in case
yes 👁️
Just move the require to menu.lua
it's that simple
I think fixes should be moved there if possible
This could probably work in multiplayer too
900iq move
100iq move@
shouldnt be, i will try turning off portmaster and see if it fixes it
nope





