#Garry's Mod
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most useful script ever
me when i manually ln -s (i am a linux user ๐ค )
How does thou apply to mine game?
me when i manually mklink /D
still need
Drop this into your addons folder
im gonna add this to the compat mod, i will credit you
There's still a rasterization when selecting an attachment
I'll try to find whatever's doing that
Yeah hold on until I find that other one
gotcha
holding my visual studio in front of you like this
whats wrong with wayland
nothing, avalonia doesnt properly support it so hidpi scaling looks weird
i mean my vs code setup barely looks any different
wayland not being a display server hurts me when i cant remotely get gui over ssh :(
huh?
use apollo or sunshine, i use that all of the time to stream my desktop
oh you mean x11 forwarding
idk maybe someone will come up with some cursed wlroots protocol to do that in wayland
since macOS can run x11, it means i can see my linux programs like native programs lol
x11 is effectively ded so i dont wanna touch it at all
i think x11 will be a hard kill
its not being maintained anymore
only periodic fixes
im not saying this as some wayland fan or anything, its just that the x11 codebase is fucked and there isnt many people who want to fix it
and all other vendors are rapdily improving wayland support
gigachad 50 year old codebase
it would be gigachad if they had consistency, the age aint even a problem
i thought culling was fixed
yeah i said nvm here 
it kinda depends on the map, but most of the anti-culling is there
construct is the worst one i've seen so far
oh can i not use native light conversion in performance mode
you should be able to?
doesnt work, i can only use the api ones
oh i see the issue
the lightupdaters arent working because the culling patches are inactive lol
garry just personally gave me a new build of gmod with rtx built in
what in the half life
Clearly fake
idk whatever quick install did
bullshit mod
oh yeah it only installs the stable one
i'm annoyed the ammo counter i made is supposed to actually work with guns but the data for them is just Gone on newer versions for some reason so i can't get it for the hud
switch to nightly and it will work
This happens to me sometimes and I still don't know why it happens
ah
wish we could decouple the remix api header dependency
but i dont think there is a way around it
why does nightly remix have really bad direct lighting denoising
or even indirect too
hm? shouldnt be any different, but make sure your RTXDI settings match mine
no?
my issues go away when ray reconstruction off huh
his plan
not sure what would cause that, but i promise i havent modified anything like that
Bruh after topbr moved to the top, ive been stuck in the loading screen on "initializing world"
๐ ๐
like man the ceiling here
How can i remove the tilde from filename so i can actually play lol
i do notice a lot of light boiling now that you mention it, especially on view models
greasy
yeah the chell playermodel is cursed
they are meant to be
flexing my near ghosting free shadows on amd users
what changed
nah it didnt it seems to be a indirect light issue too specific to ray reconstruction
just on RR?
yeah
it could be a bug with api light denoising with RR, maybe submit a github issue for me? 
@subtle bison How can I revert topbr back to just "gmod_topbr" I kinda need it back otherwise my game doesnt work. Ive been waiting for over ten minutes now and it hasnt moved
I know what it's doing just can't fucking find it
#1116089843479498782 message 
its hardcoded, but we arent reversing that, can you pls make a new install without your stuff from the old one
i think most of your issues will go away by doing that
damn so many things dont draw in perf mode?
lmao the lamp is missing
yeah
its on the to-do, the PVS checks have regressed for a while
same with decals and stuff
i pretty much did that already. the only thing I havent done was undo my renames
I already cleared old topbr files
decals wont render as for what i said before, either i make a custom decal renderer or patch the engine to decouple decal rendering from r_drawworld
and the sunlight is the wrong brightness on api lights ๐
still on the to-do brah
i tried looking into getting skybox and decal drawing seperate at some point
i dont remember how far i got
gotcha, tho we do have a dedicated 2d skybox renderer already
time to try this
Hardware skinning works :)
this is beautiful
the normals? 
indirect lighting
How tf does your indirect lighting look faster than mine
oh there doesnt appear like theres any normals because i'm looking at it the same direction as the light
it's not even noisy
Nvidia ray reconstruction perhaps
do you use quality or what?
i am also on NRC?
damn
i'm on auto
I have an NVIDIA GPU too and I'm also on NRC
i don't have nrc
i also have a 4090
naw its these 2 settings, it makes those transitions a lot faster and smoother
Welp that makes sense
you have to have both on
Oh
why doesn't linus have nrc?
it uses cuda interop
5070 vs 4090...
zamnit
4090 is better isn't it?
Yep
NRC is ass other than indirect lighting not being screen space anymore
restir gi looks a lot better in most situations and runs faster
but it's slooowww
naw NRC is slow
๐ญ
look at all of the videos burrito put out almost a year ago
i mean updates slowly
yes i mean that
really?
yes its really bad at room transitions and stuff
(i usually use importance lmao so i don't even know)
ik but i can't play at 30 fps
("play" is moving my camera to a spot to take a screenshot)
well, frame gen makes it feel like 20 FPS while looking like 50 FPS
it's less playable
Oh damn, ReSTIR doesn't look green anymore yay
i know these two settings in NRC basically make indirect near instant but i feel like they almost certainly break or ruin something i just cant really tell what
how do i stop the edges of flat thin brushes appear to glow green sometimes? (restir)
well. the direct lighting thing is pretty important to how it looks...
but the adaptive training dimensions thing is most likely a performance savings measure. it'd be fine to disable i think
my gpu is too slow to do this kinda of thing
change "target number of trianing iterations" to 2
i don't really see much difference other than maybe a less defined shape of the indirect light
doesnt seem to speed it up or slow it down
mm

personally i wouldn't turn off the direct lighting thing, but the other one yeah
it's very likely going to be something like turning off RTXDI, where there are some very noticeable areas where it falls short... but it's fine most of the time
no muzzleflash lights in perf mode ๐
@subtle bison are lightupdaters broken completely? even with perf mode box unticked the non api lights dont work
ill check on an older version of gmod where the culling patches still worked
damn these don't seem to do anything anymore hm
it doesnt even seem to show anything in console when i tick them
if you run condebug or attach VS, it will show you which patch didnt apply, iirc its rcullnode or something
those checkboxes show regardless if the patch worked or not, something i should probably address at some point
these show messages when i tick them but backfaces dont
wtf is gmodpatchtool
cef fixes for gmod x64 on proton and native linux
also makes the console font easier to read
anyways wtf
the patches are working but yeah i cant toggle them
did the launcher patch the dlls ?
i had to undo the dll patches as it applied them all perminantly
no i removed them manuallyy
for some reason the convars arent registering, some kind of race condition
i see them for me
yeah hm
fixed

@subtle bison that was easy
turns out I ALREADY FIXED THEM
but my old fixes didnt work until now somehow
which i'm not gonna question
2 weeks ago
oh lmao
must've not been applying properly or something
is it now part of the runtime patches?
ye
will be
making sure to add docs to find patches again lol
also gonna do this, too.
so what's stopping lightupdater i don't understand
idk it was working before
at least when i initially made the disable remix api lights switch
what were these changes you made?
i thought continuous wasn't needed because now its part of material pipeline
yeah you like reverted all of that
Yeah okay idk how but something is blocking any map from loading. Even with workshop disabled what could possibly do this? I can make a new install but i have a feeling that it aint gonna do shite
bro how the fuck did i do that, i obivously wasnt paying attention pushing changes ๐ญ
if its stuck on starting lua, you have one of these addons
https://github.com/Xenthio/garrys-mod-rtx-remixed/wiki/Problematic-Addons
no i dont even get that far, it stops during "Initializing World". I thought it was MWB (cause it was causing script errors) but nope, even with everything disabled it still got stuck here.
After that one reboot for topbr i havent been able to get in since
i was gonna say "i mean this with no offence, but do you check your changes before pushing?" lol
generally i do but obviously not in this case ๐ญ
i'd say undo those commits and redo whatever you fixed in that case
what were the regressions you were trying to fix?
stuttering
like all materials were being reprocessed each time it encountered a new material
oh well you basically undid the whole material pipeline.
that shouldn't be the case
Do you mind if i undo ๐ฅบ
i mean you can, i was going to do it in a temp branch to double check my findings
i'd rather undo them and also fix whatever i was dealing with at that time
if you are going to undo it, just rebase them, i still need the dedicated autocategorization hash export conf file stuff
ok idk how to do that cleanly so i'll let you do whatever you were going to do ๐
waiiiiiiiiiiiiiiiit
vm bones not the same Viper please fix also I have no idea on how to actually get the meshes in the correct position but I guess I'll be learning a lot
i think hwskinning breaks light updater
guh
@keen rivetin addition to fixing materialpipeline, i think im just going to address the spawnmenu lag and other stuff while im at it if that's ok with you 
ye go ahead!
bro is asking me if i'm okay with him fixing things lmao
nah i feel bad touching your stuff without knowing
i mean this is yours lmfao
and i already did touch your stuff multiple times
๐
Like what are you doing THERE
well i meant, your changes related to materialpipeline
like idk what the issue was because I didnt see it on my end
so is hw skinning fucking up these playermodel arms or wha
hwskinning somehow break lightupdater ๐ค
No it's definitely working I just have to properly do it, hard guessing mwb rigs contain the hand and arm bones but the original vm models for some reason contain the WHOLE skeleton?
i think its also broken in another way because we dont have 4 max worldlight patch either
yeah someone fucked up lmao
ik we had a patch for x32 or whatever, but what limits us for maxing out the worldlight limit
idk
because uh yeah 4 sounds very small
portal rtx has it like 32 or something
its not just a number we can raise lol

when did light updater model get changed to this?
i swapped it back with the old one and it works again
iirc i switched it because the old one would get stuck inside map geometry in a few maps so the engine didnt technically render it
cone_helper doesn't even draw for me lol
the cone helper was slightly larger and i could hide it in remix
oh its hidden in remix
shouldnt be with the latest nightly, the hash isnt in the rtx.conf since i removed all of them lol
wait are these the models causing the access violation errors?
why would they? lightupdaters are off by default
nvm i thought they might be getting hidden because prop fixes
yeah none of these render lol
i had a fix for this but i might need to do re-do it
they do render in remix but the way it handles decals makes these not show up
except for 1 frame on undo
they dont render like in rtx on and off
i created a custom category called the rasterizer which basically renders any decals in a seperate non-RT pass for stuff like this
hold on one sec
except for 1 frame on undo
#1116089843479498782 message
oh the handles
not what i'm talking about
oh ๐ฅน
see this video
so is hw skinning causing that
i don't know
i turned it off in settings
hw skinning i think broke light updaters for a different reason and thats all props become full bright
that matches hl2rtx behavior interestingly
1000 years later
its not just these models its lots of them that dont render
i found more
bullet casings for example
the episode 2 strider buster
rpg rockets
the baby doll
ravenholm sign
portal cubes
tv monitor
is this perhaps related to hardware skinning patches
or when they are off do they fully shut off
it might be
i think i might know
ah ye the UBYTE4 patch might be it
its set at runtime but i dont think it turns off
csgo or css
csgo
guh well it loaded this time but cant see shit
oh its still building but didnt make a popup
Hmm, thats new. a freeze that isnt vk driver disconnect. This is a new clean install, havent even enabled any workshop mods yet. Tried to load into CSS Inferno with this result
none of my viewmodels work in dust 2 until i disable hardware skinning lol
WOW does raytracing hate dust 2 for some reason
is this perf mode
yeah
source rendered displacements are fuckin heavy af
time to use performance mode ๐ค
i am using performance mode
but u said engine

ok time to go to the psych ward /s
btw the materialpipeline stuff seemed to only be lua changes unless i missed something?
i reverted the change and pushed it, it seems to work for me
i only saw lua stuff
also working on a runtime way to revert the UBYTE4 and some other stuff that was forced on map load, ill see if it fixes the missing models
niceeeeeeeeeeeeeeeeee
i dont think we'll be able to make it change in realtime as it affects how models are loaded in the engine, so at worst case you need to reload the map
whats the ubyte4 patch that loads models different do
it fixes the eldritch horrors
fr tho i think it forces a specific vertex format remix likes
because the bones have always been correct, its just remix didnt handle rendering them correctly
perhaps you could only have it do that patch to models that need it?
Hey CR, could you check to see if CSS Inferno loads for you?
so anything that has more than 1 bone?
yeah i think
also if you could somehow exempt the lightupdater model from being hwskinned that would be epic
๐
this looks like short nuke
lmao the barrier fade in works in rtx idk why but i didnt expect that
also what was the thing with mounting hl2rtx?
so UBYTE4 is global as in it affects vertex declarations for all loaded models
๐
so its all or nothing
well hmm
i assume you're asking claude or something ask it about the models that dont render at all except when they're undone which they appear for 1 frame
NO WAY ONE OF THE RTX LAUNCHERS SHOWED UP IN SEARCH!!!
the fact that one frame they can draw might be key info
dude theres a missing door here that made me think there was a whole new map layout lmao
retconned in a new path
bait rtx
it just happened to line up perfectly to look like it went through
im gonna see if we can find another place to apply the patch that isnt global, because i dont think im gonna have enough information to give it before it goes on a wild goose chase
dam
best of luck because man HW SKINNING IS HERE ITS SO CLOSE ITS LIKE RIGHT IN FRONT OF ALL OF US WE CAN TASTE IT
shiny
its like 95% there, the faces need to be fixed (still rendered in sw)
hopefully when we get there we can figure out the eyes too
i thought i already told you earlier?
thats what i asked lol
well i did a lot of stuff david recommended just for correctness but i havent tried stripping stuff away to see what broke yet
lmao
how far earlier
like 3 hours ago..
no, never asked you today about it homie
Last time i asked about it mustve been over a year ago or something
yesnt? some stuff works if you load into a map with it off and then turn it back on
ancient might be THE laggiest map
cs3
unfortunately their water mogs ours
gwater 2 remix integration when

damn i wish a 5090 magically materialized in my room so i could get that sweet sweet RR
@NV_Jensen
lmao
i have a 4090 and even i want a 5090 but FUCK theyre like way more expensive than the 4090s were
bruh i'd even settle for a 4090
HOLY COW
bro my 4090 wasnt even $2000
aussie dollaridoos
oh funny money
do they still sell founders editions they looked so cool
ok they dont and on ebay id have to sell my limbs, organs and cock and balls
maybe nvidia will find a hand me down 3050 for you if you ask nicely 
i still got a 2080 in my home server ๐ค
but its so slow compared to my 9070
pre production unit kept in the cupboard for years, and dont use it for more than 10 seconds at 80 degrees because the card will shut off
oh my golly gosh





ok but can we turn off the thin-glass thing for windows
it makes em tinted way too much
i prefer refraction anyway
it is off
huh?
its just on thin glass, it makes them infinitely thick
which is why they absorb light forever
because it enters the glass but never leaves because theres no other side for it to come out of
it thinks everything behind it is glass
i get what it does but why are we using it?
using what
the thin-glass material flag
it looks like it is in that screenshot tho
refracted windows dont usually do this
dang i wish i could use the toolkit to inspect
see? refraction
its 0
see if i set it to one, it fixes the problem
since we have that 0, it expects another side to exit out from
wonder if we can make that variable across materials
probably because this is auto pbr but one wall that uses that might not be the same across all others
Why not just make a texture option that makes it base translucent? Or is it hard to implement thoes
oh hey it wasnt the ubyte 4 patch
it was forcing theMESHGROUP_IS_HWSKINNED flag, which is weird, it only applies to models with more than 1 bone
either way stuff still seems to work with it off
even tho the meshes show, they have unstable hashes for some reason
well actually only a few props, the editor stuff and crossbow bolts are fine
i am waiting for him to do the gangnam style
are these somehow conflicting with prop_fixes? because that uses similar stuff we might not even need anymore if hwskinning is on
maybe that could be causing the bugs
yeah i was thinking that too
ill look into it tomorrow, im cooked working on the hw skin stuff rn lmao, i wanna fix the api light scaling stuff 
ill push the hw skin fixes rq tho
its a few more extra convars that let you control which runtime patches get applied, r_hwskin_force_flag 0 will be off by default (the problematic one)
is it me or does this look like one of those knock off android gmod clones on the play store
bro that's grays mod
also makes me wonder how well this runs on old hardware since we have reduced this engine to its simplest form
i got a winxp laptop somewhere i could try this on, it has steam still lmao
ah my beloved vanilla lights work again
wait that fixed lightupdaters??
yeah
guh
remember the model wasnt working at all
huh one is missing
but yeah light updaters fixed and seem to work even with hwskinning enabled
known issue with SPR (and maybe PVS)
there is a few maps where some static props just dont show up with it
what happend to SPR toggle thats gone i noticed
its part of perf mode still
oh right yeah
perf mode cant render static props without them
+4 fps from enabling perf mode for me on construct lol
the fps gains are seen in maps dense with displacements and static props
also lightupdaters hurt performance a lot due to the entity count themselves
yeah but they look better, 
is all game lights translation disabled when thats off?
some lights arent api'd so having those still come thru via conversion would be neat
yea it is, also we already have converters for those
these i dont think are dlight entities but an "effect light" or something which doesnt exist as an entity at all
yeah i think im missing those, i know mw base/arc9 tracers work
which would make getting them difficult
engine patching time 
oh man ๐
thank god volvo planned ahead with their material system design huh
the lazy option would just be letting remix light converter take care of them because light updaters didnt either.
since yknow your viewmodel is right there, it'll recieve them lol
the remix light converter just picks up on any FF light sent by the engine, so we could totally detour that for API lights
right now everything is lua-based
well, why cant we just let those FF lights through?
we could if we could sort the lights to block/allow
like idk if i understand but whats stopping us from having converted and api light exist
any overlapping light i think gets treated as the same light
ah
you can see for yourself by manually disabling the block game light stuff in the runtime menu
where tha
ah theyre already off but then i realised i didnt enable api lights
anyway, i would prefer to go all-in on API lights, but obviously they're nowhere near perfect for that yet. Ideally we get all of the light info directly from the engine instead of relying on lua and heuristics
yeah \
king david already did this too
fair, though neither the api or normal ones are correct, and probably wont be to a certain degree
but i dont know if we need to go for absolute perfection since the intention for remix is to allow the artist to change them anyway 
anyways time to fix the env light scaling, that is fucked lol
oh yeah how the hell do light replacements even work with api lights
do they show up and work in captures?
they dont in the normal runtime but i have a patch i cherry-picked from xoxor4d to capture them
nah, the api lights are meant to be used in like a custom engine or something
yeah but like, theyre still useful features to be included
since that means when people make custom engines they dont have to DIY
well thats not what i mean. We are using API lights to work around engine limitations for game lights
for a custom engine, you'd already have direct control over API lights using your own code
wouldn't the replacement issue still exist then?
no because you're intentionally creating the lights with the latter, why would you need to replace them?
the replacement issue exists for us because we're treating them as the original source light
idk because modding lol
it wouldnt hurt to have, but i dont think nvidia would merge that
ยฏ_(ใ)_/ยฏ
it just sounds like it makes sense for the whole moddable replacements thing
yeah i get where you're coming from
btw @keen rivet do the convars register correctly for your, like the runtime patches and hw skinning?
every couple of game boots they would just not be present for me, i pushed a fix along with the hw skin stuff but hopefully that didnt break anything
maybe ive just gotten lucky
they were working for me for a while and they suddenly just stopped showing lol
are you creating them in lua? they should just work
nope
creative convars in gmod binary module c++ side sucks cock.
im using this
but yes they should have been made in lua lmao
that looks correct
the other ways involve not doing it thru lua interface and are fucky
ye they work for me now after the fixes so maybe its fine
blue
๐ฆ
bluer
๐ต 

Wow
NRC is really funny lol
the issue is like completely solved by making something like very slightlygrey
bro just made infinite power holy fuck
yeah its like light just bounces around forever
like do you remember thinking as a kid what if you had a laser beam in a mirror ball
thats NRC
๐คข
why does csgo office have silent hill 2 ass fog
LOL
i think remix is grabbing the 3dsky fog volume
i've seen it happen before
in other news, it seems to use some kind of untextured drawcall for the skybox? its blocking the map light
most csgo maps seem to do that
yea
wonder if their skyboxes use a different shader we dont have
i worked around it by turning off the custom 2d sky so the light could at least pass through
if its like portal 2 it probably uses a weird cubemap shader
backrooms-lookin ahhhh
fixed the sky ๐ค
physical atmosphere my beloved
what in the fuckity fuck fuck
breen deep fry
blender-render aaahhhh screenshot
"this will be gmod in 2013"
that sun is very soft and spread out
penumbra effect but its also a sun disk so it wont be razer sharp unless you force it to be
physically accurate lighting 
but its like not that spread its only meant to be like a degree or so
its just the settings i have it at, look at the vid here
mie anistropy of 1 would be the more physically accurate setting
but i like 0.97 because its sorta sharp but also softer which is really pleasing to me 
bol 
@keen rivet https://github.com/Xenthio/garrys-mod-rtx-remixed/pull/46 ๐
wonder why im getting these in the console, the patches clearly work
oh fuck im stupid the launcher patched the binaries for this install hudoy
time to remove those patches
holy shit nearly double performance improvement with hardware skinning 
These days I just wake up at random times in the night just to witness the peak that shows up here

@keen rivet #1116089843479498782 message
#1116089843479498782 message
does this look more in line with what you're looking for?
ye
Is that you
yeah thats me irl
You look stupid
Braindead even
what the heck!
i just blacklisted your steamid from using autopbr
Oh fuck
I was gonna use autopbr on mgrr fuckkkkk
yeah sorry you gotta be stinky like me to use it
yall ever just open a bunch of file explorers because its easier than going through the ones you already gave open?
i also have tabs
(mac habit)
i just never use them lmfao
i am mac user and i keep only 7 windows open at once
This
also how is the tahoe life, i only used the dev beta shortly before i sold my m4 pro
its fine
also you sold your m4 pro are you nuts
yeah it paid off my college
ok i've never had a good laptop linux experience
the model i have is one of the few where mostly everything works
its funny because i 100% agree, until i got this laptop
macs MOG everything else in terms of laptops
arm64 makes everything better
i never had a linux laptop with 10+ hours of battery
until now

Mac????? Mac????? MAC!!!!!!! MAC!!!!!
arm64 is just fine i wouldn't say its better than x86 laptops really
like theyre nothing crazy
battery life roughly the same
still requires cooling
still gets warm
idk i had really bad luck with the laptops i had before, so many vendor specific issues that werent easily fixable
Apple silicon however................
welll
like if you have a thunderbolt controller, say goodbye to battery life
i love my m1 air.
yeah i had a m1 macbook pro for a few years
sold it to my friend who needed it more
thats kind of you
ill prob get a m4 mini if i really crave mac again
but i have a hackintosh near me and that is good enough for rn
mac studio 512 gb of ram so you can run local Kimi 2.5 (claude sonnet 4.5 level ai)
i would use apple silicon more if asahi got more devs under their belt, i love the hardware but imo macOS is turning into vista
Y'all sleeping on glm 5
came out 2 days ago didnt know it existed
nearly 500gb q4 quant holy shit
man why are cool things so expensive
time to use thunderbolt daisy chaining or whatever its called
get 4 of them studios or some shid
would probably still use less power than a 5090
nah 1 studio would be enough for it
but imagine doing 4 
true...
more ram for context
@NV_Jensen give us some dgx sparks pls
its not x86 i dont think
and linux only
lmao
@keen rivet both of those arent an issue
i got remix running on my arm64 thinkpad lol
oh damn
oh mah gah
nah i picked max everything on purpose, 512gb ram with 2tb storage is like 16k
which is still fucked but
less
ok but how much was the storage increase
apple is notorious for that crap
even before the ram shortage
idk but the memory increase was worse
+6000 to go from 128 to 512gb of ram
the shit i would get upto if i had infinite resources and infinite access to learn more knowledge would be crazy
fr
though i will say amd has their unified memory stuff thats x86 and windows
1 problem, no cuda
i mean mlx is a lot better supported than lets say AMD's rocm lol
hmm on radv at least, im getting a fuck ton of driver timeouts when there is a bunch of skinned NPCs on screen with hw skinning enabled
has anyone on nvidia gotten similar issues?
the moment i disable hw skinning its stable again
im gonna debug it for my driver anyway just to see what can be fixed because i would prefer to have the almost double perf improvement
uhh never noticed it but i didnt spawn many npcs in
a bunch of NPCs in itself doesnt really cause it, it has to be whats going on in the video, a fuck ton of movement
thats another thing that should be reported to nvidia
techically maybe physically accurate if you had pure 100% white in a box 
not the getting brighter part though
okay rewatching it gets a lot brighter so accurate if you have a 110% white
yep 110% reflectivity
dude i fucking love open source drivers
fixed the bug but also gained like 20% more perf
all remix changes btw
i wonder if this will help the windows driver
i will probably poke NV about this 
https://github.com/sambow23/dxvk-remix-gmod/commit/771aff76b03c62e1d5d3b8b2f4998d3a55495904
20%?
huh
amd gpus only right?
i should say it feels like 20%
i havent done any concrete benchmarks
looks like i get some timeouts still but they seem to be happening somewhere else, fun
way less often now tho that is for sure
wdym
@livid rapids not sure what i did but nothing explodes in the rasterized view anymore
this is without your fix
have you tried using a phone hotspot/usb tethering or something
i dont have a way to reproduce this atm
its probably on my side
sadly doesnt work
ughhhhhhhhhhhhhhhh
i havent made any changes since last time
not ones that i remember at least...
can you turn the vpn of
is your system date and time correct?
is github blocked where you live?
nope
again
it used to work perfectly fine
what about https://nightly.link, is that blocked
i can access the site fine
i can download files from it too
its just the launcher
while this did fix my hw skin driver timeouts, it looks like the rest of my other ones are a driver bug with bvh traversal on rdna 4 hardware, i've made like 4 gpu crash dumps and they all look the same
time to make a bug report
at least mesa devs will look at it in comparison to AMD's shitty support
it hates white surfaces for some reason, you can even see nrc messing up some times in portal rtx
does the sun use emissive lighting?
better, its a custom sun disk that is sampled by RTXDI
so inbetween emissive and a distant light
more realisitc
i have no idea what the hell is wrong with it
tried everything
i think im upgrading to windows 10
hamdulillah
lmfao
ah asking cause the shadows look really blurry
look further down, it was intentional
#1116089843479498782 message
#1116089843479498782 message
what gpu do u have btw and what upscaling settings are u using?
read my name
shit i forgor
in the screenshot its XeSS 2 balanced with RCAS sharpening at like .25%
output resolution?
1440p
one day xess will make a denoiser
guh
also rx 9070 at xess balanced only reaching 50 fps, the path tracing cant be that heavy right?
its rdna 4 and stuff
bro i hate to tell you this hardware aint as good as you think
also hl2 plaza map is heavy af
ALSO, the physical atmosphere isnt optimized at all
it takes like 20+fps out
ah ok
111 fps 
at ultra perf lol
nvm
but there is like nothing in the BVH on flatgrass
this GPU doesnt scale well with dense maps
its far better than my 2080 so i dont really care
I heard perf mode has chunked bvh right?
yeah and that helps on those dense maps
i wonder if hl2 rtx will add optimizations like that
i really hope they do
they could just bake all map geometry onto a replacment attached to a map anchor
so at least its entirely static and the CPU doesnt have to do anything
i hope when they finish the content of the mod they dont immediately release it and try work on optimizing it as much as they can
even if its not โpureโ remix
cp_brew from tf2 shows the difference very well here
its mostly alleviating engine bottlenecks in most cases tho
why does enabling perf mode remove decals?
because engine rendering is disabled, they are coupled to it. there is no custom renderer for decals yet
This map but in remix https://youtu.be/yJG67gmoH1s?si=Roe4A8ktug7EwBK_ โค๏ธ
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damn ๐
ye i tried it, the render targets do some weird shit and your thirdperson playermodel is visible in 1st person
i should check if that still happens
looks like it works but it seems engine bottlenecked completely
that wasnt happening on the standalone perf fork so ill look into that at some point
do you reckon the base denoiser in remix could be better, maybe with different denoisers and such like the one used in merian quake
hereโs an example of an agnostic denoiser from last year https://youtu.be/ehaiiZGC6zA?si=KqTgIX5Na5nXLNan
This was part of the HPG student competition: https://highperformancegraphics.org/2025/student-competition/
In our Quake path-tracer, we use a percentile-based outlier detection to drive the accumulation factor of SVGF. This allows to quickly react to lighting changes in the scene. More information can be found here: https://www.lalber.org/perc...
seems to look a lot better compared to the one in remix
oh wow
definitely a lot cleaner, but idk how this could be applied to remix
i would probably leave nvidia up to it as well
ya its annoying how bad nrd is in remix
Oh
what did u do
Had like 3 addons preloading stuff ๐
What map is this?
I tried this map in perf but it was bugged too
Pseduo weapon breaks RT with cold war weapons
Also found out that when my game starts chugging along after a while of playing the game just stops using my gpu @subtle bison
Sorry cant really get a better photo, that overly blinks
When I am in third person (well when I was dead tbh), I found that keeping my camera at one spot got my gpu to work on the game again (usage shot up back to 100%)
"[13 22 48.126] err: [43] common device objects were not disposed of." I don't think that was tied to the fps drop off. But it is the last thing that appears in the dxvk log (Had to edit since discord turned some txt into an emoji)
do exopbr materials work?? they are just invisible for me with topbr on or off (especifically these viewmodels)
or am i supposed to not install exopbr?
@subtle bison
no because they use the screenspace_general material which doesnt even render in-engine
so while topbr can convert them fine, they will never show up
There's gotta be another way to read them right?
well its just a matter of getting them to render in-engine, we could probably force unlitgeneric if we detect screenspace_general
the maps will still get correctly autopbr'ed
it's meant to force vertexlitgeneric on them but it must not be properly doing that
must've not implemented it
its part of the nightly releases
@winter radish ๐ฅน
I was expecting peak and just busted out laughing at the crash
don't worry CR, I just need to figure out the dispatch with my implementation
i mean it could be an issue with proton maybe?
it did invoke vkd3d because i see a shader cache entry being created
maybe
man i dont wanna boot into windows
if it works there im gonna be so pissed
ah fuck it im gonna find out
watch it not work
also sidenote, i guess optiscaler works in remix again
doesnt crash like it used to for the longest time
@winter radish HOLY FUCK HOLY FUUUUUUUUUUUCK
Youโll never escape Windows

i think the linux issue is because i dont have a fsr4 dll
Ah great, I gotta update my documentation

ok while fsr4 works great and all, i cant play gmod rtx for shit on windows, these driver crashes are driving me insane
Better upscaling or Better stability ๐ฅ
Sad that you canโt have both
ill load into a map, my screen goes black and then my pc reboots
you should probably dm me the details of your bug so I can forward it to AMD
they do, but remember they probably get thousands of report, what I can do is make more of a priority by directly telling them
Vanguard reports get higher priority
will do
amd moment
roundhouse kick Lisa Su into the concrete. slam dunk Lisa Su into the trashcan. launch Lisa Su into the sun. stir fry Lisa Su in a wok. toss Lisa Su into an active volcano. judo throw Lisa Su into a wood chipper. karate chop Lisa Su in half. trap Lisa Su in quicksand. crush Lisa Su in the trash compactor. liquefy Lisa Su in a vat of acid. eat Lisa Su. dissect Lisa Su. exterminate Lisa Su in the gas chamber. cremate Lisa Su in the oven. lobotomize Lisa Su. vaporize Lisa Su with a ray gun. feed Lisa Su to alligators. slice Lisa Su with a katana.
real
lmfao kim
@modern quest ๐ญ its not even true ๐ญ ๐ญ ๐ญ ๐ญ ๐ญ ๐ญ
i demand my role be "AMD Hater"
but that's why it's funny ๐
๐ญ
I think the maroon suits you
@keen rivet 
ohhhh that makes sense that needs a seperate cache
because we only store successful things
iirc we already skip processed/successful stuff so this is just to alleviate the lag from parsing potentially hundreds (if not thousands) of VMTs each time the spawn menu is open ๐
it can be invalidated by changing the cache ver in the text file or the rtx_topbr_clear command btw
good lawd 500
i had a feeling i implemented that yeah
we live in a gmod rtx is so peak world
yessir
btw i have fixed light_enviornment api light scaling if you want to give it another try ๐
soon we can do this
refactor when
where is the first place youd want to use it
probably hw skinning
even though it works it would be 100000x readable
i mean why not do everything

i plan to re-do SPR but in C++ and directly render to the remix api so it would be nice to have an easy way to read engine geometry ๐
can you not fetch built mesh easily from c++?
i dunno i havent looked into it yet
culling_fixes.cpp and culling_patches.cpp are pretty similar, lol
just noticing that
they contain some of the same sigs
0 lag opening the spawn menu
moving everything to a background thread made the biggest difference
shit is so fast now ๐ป
this makes me so happy
to see how far gmod rtx have come
may allah bless you all
๐
now if only the launcher would work for me ๐
what broken
oh wiat
i remember
download
maybe i can add manual package support?
its so over for me
so you can download them from your browser and just import them
umport
that would be awesome
but im also interested in nightly builds
wouldnt that be kinda hard?
shush
naw
@keen rivet something i have noticed is that load times for maps is like 10x slower since adding hw skinning, i havent looked into it other than just observing how slow non-workshop load times are now
it may not even be because of hw skinning
i think that day is closer now that we have figured out hw skinning
i wanna see the new eye shader in action
me too
i havent noticed
funny you mention it
i was playing with an idea of making a shader based on how it was done in gwater2
and i was wondering