#Garry's Mod
1 messages · Page 122 of 1
skip doing PVS checks in RT camera passes
Ahhhh
Did that fix the RT view itself as well?
It looks like it's not raster anymore?
hmm wdym
Like the rendertarget was raster before
It looks like it changed
But idk if it's rtxed now
or if it's still stuck in raster mode
oh, that is a remix setting, its off by default because it causes those playermodel showing in first person issues
Yeah ik I thought maybe for whatever reason your PVS stuff may have fixed that
nah i think thats something more fundamental with remix/the engine
Yeah I assumed as much
It just thought it looked different in the video from what I'm used to seeing
So now that I'm done
I was thinking maybe we should focus on one system at a time
btw it seems like it breaks the func_monitor in some places but not all? doesnt really make any sense
ah yeah thats a good idea
Like autocategorization sounds like maybe an easier system to start off with
Since it's just finding strings that make sense
Which is why I named them all the same depending on what system was bugging out
You think these issues are good for high prio for now?
Even though they technically aren't high prio
Just so your working on the same system instead of switching scope every moment?
yeah that's good with me, only issue i've ran into consistently with autocategorization is it can run into hash collisions, so even if it tags a source material correctly, the d3d9 device can spit out the same texture hash for another material and screw up the whole thing
Ahhh shit
good news is that 95% of the time, the 1st texture to show up with the hash is the correct one, so i have added guards
Alright
ill start adding a proper label for those issues and work on them
Actually hazardous_ai may have that hash collision issue
If you noclip to the outdoor area you can see an emissive metal material all over the place
hmmm ill check
It's like this green metal material
But Eya is really weird with how she sorts and organizes her models and textures so I wouldn't be surprised if her .vmts are the same
hmm i dont see anything emissive
also fixed the RT cameras but rip FPS anytime they're active
Thaaaat's weirrrd
It only happens when mat_forcedynamic is set to 1
They turn emissive when I do that and stay emissive even if I set it back to 0
But I gotta go for now, my brother wants to play MGS: Delta with me
So I'll make a GH issue later
Cya and best of luck to you
Huge
works for gm_boreas as reported in this issue 
https://github.com/Xenthio/garrys-mod-rtx-remixed/issues/147
should uhh note this is perf mode only rn
just because it was stupid easy to add to mwr
but i think i can make this agnostic
RR makes mirrors a smeary mess 🙁
hai, we now have working mirrors for maps that use the func_reflective_glass entity

oooo awesome work 💖 ✨
why even have non-perf mode if perf no longer has any culling issues (as far as i know)
oh wait decals don't work yet? i mean that's a very small detail
they do
i fixed it a while back
oh well
or rather forced the engine to render them all of the time
oops wrong reply
talking about decals
i got it lol
anyways, perf isnt perfect even if it technically does more than engine rendering
what is missing?
nothing really, its just have a few visual bugs and is stupidly heavy on the lua garbage collector
lmao
which causes frametime spikes (but tbh a lot of other addons do that too so idk if anyone cares except me)
it used to be pretty bad pre-perf, when it was the main render method for gmod rtx x64 for a while
anyways, i dont think it's something i can really fix at this point, the only loop running per frame is rendering the geometry and PVS calculations for static props, but you still get the spikes with PVS culling off, so its just rendering at that point
it's just because i was thinking it's gotta be hard to maintaing two modes of rendering + two branches of gmod itself
maintaing
its just the one branch now, but no its actually not too bad
perf is more durable against updates
if culling patches gets fucked, perf still works
cant say the same for engine
is 32bits not supported anymore?
it works but all of the good stuff isnt there
oh i see
no reason to use 32-bit tbh because the bridge is so heavy and the limited ram allocation for the game itself
glad i went for x64 as soon as i could
🔥
are you working on the clouds still?
they really are a going to be a game changer
from time to time, im a little burned out working on them lol
btw the sky editor is in nightly, its not finished tho
can be found here
you'll have to manually switch to the atmos sky and turn off the distant light
oh shit
fricken screenshot tool not working
but
i'm having vulkan errors on gmod rtx
check your gpu drivers?
hmmm
are they like happening randomly or just starting the game
nvidia has pushed some bad drivers recently iirc
damn
im on 595.79
i think i'm on 595.58
hmm try updating
slowly rotating starfall chip (the rotational movement of the planet)
kinda zoned out there at the end
i'm so tired
good night rtx remix server
Hell yeah
Nice work!
You said perf mode is possible in mutiplayer via injection right?
Also #28 has been fixed for a while now
@keen rivet can you just make you launcher not to add new files like my data or addons folder? to update the game files.
Huh? Not sure i understand
I need to update my rtx gmod
But it's basically copying everything from my install gmod with addons and data files. (Wiremod E2's codes and Adv Dupes files)
but really on updated files.
smh
The Updater needs to ignore the entire data and addons folder.
and downloadlist folder too
yeah. but how about not adding as new file.
or maybe i didn't update launcher
nup. still detecting data folder
i'ma proceed but will delete after
Oh uhh I didn't write the new updater so I don't actually know anything about it lol
Cache and download list should be symlinked I think
Data isn't because it's so specific
Data is a weird case
yea
ok bro
I'll look into it
has there's been better upscalling textures software/program since i've gone in action?
would probably ask in #general-remix , most people here are using topbr since its reusing the source engine texture maps, no upscaling
@loud mural 🙂
so far no issues
“No upscaling” 

You can do upscaling without AI
You can in fact upscale without ai
If you redraw it
There’s methods like nearest neighbor, Bilinear, Bicubic, etc
bruh half of these wouldnt look any different from the original
and some are used for downscaling
the only upscaling with meaningful results are unfortunately ML-based ones, and im not allowing that in any part of our base mod
well because ML upscaling isn't just upscaling, it's using generation
yes because it has to generate new detail
btw i cant fix the rest of these autocategorization issues until i can stop hash collisions, portal has it the worst, all of the puzzle lights conflict with like dirt decals so they're just glowing
it thinks they all have the same hash meanwhile remix clearly shows different ones per material so this will be fun to fix
Ahhhh shit
Gotcha
Looks great though
omfg why is ur 4050 FOURRRRRR GIGABYTES OF VRAM
It’s not, iirc Remix only detects allocated?
the question is what is using the other vram
windows probably idk

i am impressed at how i still manage to get 15fps when remix is trying to use more memory than my gpu actually has in the first place
OS
i assume its a laptop?
yeap
assuming it doesnt have a mux switch, force everything else to use the iGPU
by default its usually that way
Imagine having an iGPU

guh
theres literally no point to that then
texture filtering is already applied
seamless portals support when
You have pngs glued to your windows?!
yeah gotta fool the lookers
gmod irl
holy facken shit
@subtle bison
most messed up rtx remix bug ever
don't EVER go to 0 on transmittance color slider
my poor 4050 but it's still awesome i can get graphics like this at all
Guys i need a potential thumbnail for new gmod rtx tutorial
would this work as a thumbnail
"hold up wait... I JUST HIT THE JACKPOT!!!"
OK video going live
thumbnail doesnt show as updated damn
just settled on reusing the old favourite
damn I incorrectly assumed these were ticked by default
5g horse
using grigori's back as a carnival mirror
i noticed the glass replacement from base_mod doesn't work because the hashes are not the same anymore
when i replaced them manually it worked
but when i switched maps the hashes broke again
it was working fine before i updated gmod
actually i updated everything
the material? it's just phoenix_storms/glass
hmm maybe im thinking of a different one
CR did you see tutorial?
no
oh the hashes broke even without leaving the server
these glass photos i just used the hash was: D889942578572798
now it's: D881B619521BC504
cr please add: float inputs:transmittance_measurement_distance = 65504
to glass to make it not darken based on distance (perfect glass)
@keen rivet the linux launcher on the latest version doesn't have executable permission by default
@subtle bison 🙊
wot
.
forgot to chmod
lol it happens
bruh thats intentional
oh
why?
cuz other projects with linux binaries do the same
2nd result......
then it covers up the pretty image.
its not a logo that works centred anyways
since its sorta left logo with righthand text
Just like all my other tutorial videos its single take and no script and minimal editing lol
i like that positioning better
🤔
needs cef fix
read linux section
I see, guess I did't read the instruction properly sorry
I realized by definition all textures using the UnlitGeneric should be emissive
For example the toolgun screen
None of these things have $emissive but they are supposed to be since they aren't being affected by lighting
In other words I don't think we need the dev/dev_scanline exception on all UnlitGeneric mats
They should all be emissive by default
And we'll just see how that turns out imo
Very pretty though CR :P
That big boi is a scanline friend
@keen rivet 2:40, requires a map load to enable
it kicked in without mapload for me
in the tutorial
guh
you can see i spawn combine helicopter bomb
it explicitly wont run unless the map is reloaded 
i made it that way
ok nvm
i know i did at some point but yeah it works without reloading it i just tested it lmao
mb
ill need to remove the help text for that 
What an odd texture
Now it's wining as a decal texture
So it can't be anything
If it's particle or decal it cries
weird, it stopped tagging itself for me with some of the hash collision changes i made, but it technically would be a decal texture since its world geo, so its not wrong
Guess that's a Remix issue then
ye there is only so much we can do with VMT heuristics, i would rather change how decals render in remix
would make everything better
ill start working on that whenever i rebase against upstream
Something weird happened
UnlitGenerics are getting tagged as emissive but they aren't emitting anything
And they are black in the Remix texture viewer
prob because they use $selfillum but the vtf has no alpha mask
I tried Force Albedo
That didn't do anything
This used to work
Without Force Albedo iirc
does it glow in raster?
wonder if its the same issue as the black building in construct
I didn't have this issue earlier
Actually it seems like UnlitGeneric does need Force Albedo Emission on since yeah your right they don't have an alpha mask
Because they flat out don't function
(I'm looking at a different texture btw)
im trying to remember what materials use unlitgeneric that arent fullbright
Same
I can only think of one
But it's supposed to be fullbright lol
The lightstrips under the portal testchambers
and/or above them
This is raster
You can see that obviously was supposed to be emissive
well according to valve wiki its either fullbright or pitch black, so forced albedo here we come

Yup
Like it literally emits light in the light.rad file for vrad
It's just the .vmt doesn't for some reason
Like this looks wayyyy better
Smooth
I really hope one day we get a proper remaster of Portal with RTX
topbr? /s 
would technically be as faithful as it gets other than the usual topbr weirdness
Yeah I mean like a HL2 RTX style remaster
Straying from the original vision only slightly in areas it makes sense for the most part imo
ah yeah
Instead of Portal RTX which is just Portal 2 nonsense slapped everywhere
I hate the fact that there are like five sets of different wall textures and they all get crammed into one in Portal RTX
I meant UnlitTwoTexture btw
But they should both have full emission (albedo) just to be clear
Since they are by definition unlit
yea
wdym
Like when I hit it it sounds like concrete instead of glass
oh
yeah should be simple enough
🤤
got the forced albedo working for unlit but you can see random stain decals are also emissive due to what i said earlier 
no
Oh the hash collisions..
for some reason the d3d9 texture tracker (and by extension autocategorization) is attaching a single hash to multiple materials, despite remix obviously only having 1 tied to a single material at any time

Weird
What are yall cookin
Also
fixing source emissives
lmao true, it does look cool in the 1st screenshot tho lol
Js make it to where all emissives are set to 30000, if nobody can see anything they cant find issues
ok
trust it does, its just more common in portal maps for some reason
its been an issue for a few months
I meant
Eh that just means that just means hash collisions needs to be fixed, UnlitGeneric being emissive is intended behavior at the end of the day
When I make things emissive in wolfenstein everything turns into my mom's goulash
i wish fixing it was easy
And set emissives to 30000
Oh yeah no it doesn't sound easy, wasn't implying it was
no i didnt get that at all, im just complaining about it 
Ahhh gotcha
Yeah all these dark screens here are either UnlitGeneric or UnlitTwoTexture. These shaders are definitely for sure supposed to be emissive
wonder why only a few of them are emissive
The ones that aren't emissive don't have the flag set
But in raster they are emissive
ah
What dlss settings r u using?
i think quality?
Output res?
i would so love to be able to use native for screenshots but the performance impact between quality and native is immense
it atomises my laptop
1080p
ooooooooooof im so sorry
i love using a low end laptop gpu 
i actually came into possession of a 3050 desktop the other day
i am Not using it sorry i love raytracing but i'm not downgrading my performance in everything else for it
pretty cool seeing how much materials have improved
i have noticed for whatever reason insecurity in particular is like
extremely strict on texture budget
yay 1 more decal renders 
hl1 looks insane
i kinda wish there was a tool to modify the existing api lights on a map
like, individually
with wire support 
its planned
did i know
it will be AWESOME adding light switches to maps
hmn
how come render targets aren't raytraced anymore?
also wiremod lights don't seem to work

causes a bunch of rendering bugs so its off by default
make github issue 🙂

why does gm_black cause me to start having lack of memory issues despite it using the least vram out of any of my maps

(it does the thing where higher dlss resolutions cause the game to render as a tiny glowing red square and slightly lower than that has ridiculous stutters)
i can get 200 fps at ultra performance though!!! 
is it being triggered by something gmod side???
it's completely consistent with the black editions but doesn't happen with any other maps
it happens with brutalist heaven too???
like it's certainly more complicated than black but
also i may be stupid but is the sky editor supposed to like
do something

who wrote this shit!!!!!
what am i even looking at
it does, you have you manually switch over to the atmos sky in the runtime menu for rn, its not finished (hence why its only in nightly :P)
the results of changing dlss presets while heavily out of vram budget or loading black i guess
what gpu do you have?
never had any vram issues lmao
rtx 3060 12gb low cortisol gpu
once again, did you force everything else on the laptop to use the iGPU?
i have a laptop with a nvidia dgpu without a mux, and even then i can still get the full 4096MB of VRAM because nothing else is using it
yeah
having the full 6gb available isn't helpful when the game is trying to use 7
@subtle bison can you make breakable glass optional in the launcher?
it's causing issues for me on some maps
what issues?
better than the 4 you have 😛
i sent another video showing how
.
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You should have dynamic sky turn on for gmod maps that use the shader sky
it would make sense
how does it look in motion
also r u using nrc?
fine but like
if i get some specific distance away then it gets rid of the light it's emitting and starts building it up again
do you think its an NRC issue?
i hope there’s more work done to try get clearer emissives in path tracing, cause their main issue rn is how noisy they are compared to regular lights
i can't wait until there's a more finished volt fork
has anyone checked if gmodpatchtool works and if it helps in any way
i think on windows it primarily messes with chromium, but on linux it does other things too
why is my rtx gmod crashingggg i just installed it
ye it's recommend for Linux users, I never had issues with it
both logs don't indicate any crashing. are you using topbr or any other remix mods by any chance
ok well nvm the first gmod one shows a game crash
i assums you've ran the game without addons?
no, i ran it with addons
not really
@subtle bison you can mount Black Mesa in Gmod now?
cef straight up doesn't work without it on gmod rtx
on linux that is
is this vibe coded?

pretty sure it's not, it's been around for years longer than AI
My brain is
for some reason, when im off gmod rtx, in the background it fixes itself
i went to go launch it again and bam
nothing was wrong
You've always been able to through mount.cfg
Garry's Mod is getting official support for it though in the next update
from my understanding, x64 branch already got the update
find it interesting that one of the main people who worked on that did most of the dx9 stuff for dxvk
small world
the person i think you're talking about is also a contract worker for valve on tf2 and such
something along those lines yeah
nice
hi
heloo
still no raycast vehicles or breakable constraints

glowing dust
what do they do?
raycast vehicles are like, the airboat apparently and quite a few car addons
this will probably kill gmod rtx lmao
but hey if it has lights it might look good (ik there is no lightmaps) 
yeah there's interior lightss
42 fps when looking at the whole map 🔥 and it has pretty aggressive model fadein/out
yeah this is gonna explode on rtx
how is perf mode
I'm gonna try now
um
perf mode just gave up
the UI just dissapeared
No props showed up
guh
If you're are wondering why the map has no lightmaps, that is because it is literally made of thousands of collisionless props stacked on top of each other
nightmare
Is there a standalone version of "ToPBR" anywhere? There's a team making a tool to convert Source 1 assets to Source 2 and I think this is the best option for converting textures to PBR with all the Source specific conversions
I'm looking at the addon lua code but it doesn't look like it could easily be made standalone
it could technically be made standalone since it's just churning out dds files to a specific directory, but I don't think we have plans to do that. What is this other tool?
Converts S1 assets to S2
To also clarify on your question, we're hooking engine functions to capture drawn materials in realtime and then reading the VTF files from said material from the engine filesystem so in theory you could make it work without Remix, but as its own tool im not sure
tbh ours isnt that accurate either 😛
It's the best I've seen and it handles Source PBR, phong, etc
Current implementation in this tool is horribly wrong but I know people will want to use it
maybe u can try look at blender’s source porting addon and see how it handles source materials
cause the addon can make blender fully display’s sources textures and materials accurately
What exactly are legacy emissive? Textures with the emissive in the alpha channel or something?
Yes, and/or UnlitGeneric eventually
yep
You happen to have an example dds lying around?
Our can detect when pbr assets are embedded in the files though, and reconstruct them
so it can be PRETTY DARN accurate
otherwise its actually not accurate but decent looking for 70 maybe 80% of cases
it turned out better than i thought
i thought only normal maps would be useful
is there anything needed for exopbr materials to work
they don't seem to get converted for me
i attempted that but i dont think I ever got it working
can you provide me with some test assets? I think that was something I couldnt find
lol
uhmh well there's the hl2 rtx hev hands, there's the exopbr example pack
looking into it
i think the light shape of the sun with api lights on is wrong huh
looks like a circle outline instead of a filled circle
api light off
guh its the same distant light
Ohh the original game lights are still active i see
might be a regression with the updated runtime
ok damn api lights still inaccurate as hell
bruh what
native left, api right
ok but how does it look compared to raster with auto exposure off
native left, api right
i already told you the converted game lights are not a source of truth because they used fixed variables
you can change the default angular multiplier value to match the converted one, i dont personally care for it. the runtime uses a fixed value as well and doesn't derive it from the game at all.
as for the indoors one, yeah it's a tad dark
the bounced light difference is weird i wonder what causes that
turn off NRC, it's buggy af
why is auto exposure worse than i remember
huh much better when i reset settings to default
construct physical sky settings
My 4090 vram is mostly filled too lol
i wonder if having raytracing enabled unloads original textures from memory if they're not being used
probably not
i know replaced assets can be bumped super down in resolution if you're vram constrained
i really hope it does
david baszucki
who
not a very cool guy
Roblox owner after erik died
this guy really sucks
I miss erik
same
mines is crashing ALMOST EVERYDAY
today it worked
but when i open it again
it crashes
IM EVEN ON STABLE
oghey it worked
they erased all mention of Erik from the site too after this dude took over
does remix have something built in for like making portals with the api or something
wtf????
huh?
WHAT THE FUUUUUUUUUUUUUUUUUUUUUCCCCCCCCCCCCCC
WHYYYY
wheres the skill issue guy when you need him
😭
update to stable and see if it happens
No more crashes but this
#1116089843479498782 message
#general-remix message the dudes last message bro
im on a hunch but try deleting your topbr folder
FINALL
engine issue, but this one isnt fixable
it's also cosmetic
as in, its not crashing your game or anything
idk prob
you should make an addon that like
utilises that

maybe not like a full portals mod but at least some way of being able to have visual ones light passes through and stuff
maybe one day
that worked
thank you cr :P
why is it so bluuury
i have my res to 1920x1080
nice skybox
That doesn't mean it has to be blurry
maybe its because im using the windows print key
idk why its blurry then
Mine's much crispier
What's your dlss set to
Do skies work yet?
got damn
This is a beautiful map
glad it did, i think i can finally track down this crashing issue
just wish i could reproduce it
kinda reminds me of how guns look in cod mw23 path traced mode
is that the ones with PBR
yes
how did you get it to work
Made it myself
method to fix weird polygonal shadows
could be helpful in remix
nvm it says cutscenes only so maybe doesn’t work well in gameplay
Yea
this is gmod right?
no
he has his own face.
hope they release a paper
most of the shading issues on models is shadow termination, source submits smooth normals already
iirc
search this up
the callisto protcol has something similar
@subtle bison Do you know why the game gets so laggy when I disable Remix API Lights?
when api lights are disabled, it uses lightupdater entities to keep the source light active and not despawn. since they're individual entities, the more there are, the more it bogs down the game
i dont remember lightupdaters being as lagy as they are now when i first made them
they've been that way since the start, have you tried maps with 300+ lights?
im talking like early 2024
no one cared as much because it was the only way to get map lighting then
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"RTX Remix turned modders into slaves" BRUTAL 🥀 🥶 ☢️
Okay but I'm having fun so?
HIS THUMBNAILS ARE SO SICK WTF
i mean i dont really like the text style cause its a common clickbait thumbnail trend
but everything else is amazing
the framing too amazing concept
obv execution isn’t the best in camera quality and cutting him out the og scene
and ofc the text
But everything else bravo
especially the hidden text
also im confused like gamer nexus of all people? The same guy making endless videos about how nvidia is basically contributing to the end of the free world
like i would assume he’d do a video on like linus or smth but this dude?
The commenters last time were also skeptical of gamers Nexus but according to him they're the same?
He doubles down at the end
Basically
is he saying nvidia and gamers nexus are the same?
hello offtopic 3
MOOOOOOOOOOODS
AgX is dead 🙀
https://github.com/NVIDIAGameWorks/dxvk-remix/pull/101
(for now)
excited for the hdr pipeline changes tho
Portal 2 with RTX is calling

wait what
what happened to agx?
The PR was cancelled
i thought they already had agx
unless im mistaking it with the upgraded agx
nvm i am
Should I PR the clearcoat shader?
Was there any noticable hit in perf? I remember hearing from a remix dev talking about why having custom shader support isn’t preferrable
smth about a large perf hit
I haven't done any profiling yet but I didin't notice any differences.
hopefully they do add support for custom addons/plugins
at least a system as robust as blender where you can literally do anything like make blender fully recognize source engine materials
hable filmic is dead
interesting
HDR in remix
?
👀
Throwback
Oh forgot to mention the mod that broke view rolling is custom fov
Found that out months ago
:(((((((((
Bruh
im sending this to nintendo
you know whats funny about that? I was genuinely thinking of sending them to Nintendo's twitter lol
I just felt too lazy so i didnt
im surprised no trolls try find any way to report any nintendo fan content as “harmful” to any nintendo support thing
I mean we got very close during the gmod purge a couple years back
And there is pokemone uranium. A completely original fan game with new designs that got blasted out of existance
that was probably a troll pretending be nintendo
I think it was. Though facepunch really didnt want nintendo to come later so they just tried to get people not to add nintendo content (ofc that didnt stop us 🤣)
I just hate how fucking negative this guy is, debbie downer final boss
rtx remix is open source, it’s free, and no one’s holding us at gunpoint
Bro has such a victim complex 💀
reee people making cool things for free
“Designed to run poorly on other vendors”
So dude pulled that out of his ass because I’ve seen Remix devs work on AMD issues before to improve their experience
On top of that, AMD hardware is just designed poorly for RT, it’s literally running some of the RT through Compute Shaders, it’s a miracle Remix runs as good as it does
And on top of that, AMD will help with any issues that come up
They’re looking into issues I’ve reported because I’m in the Vanguard program
The first sign that he didn’t know what he was talking about was him saying it ran DXR when it’s a Vulkan engine
guhhh agx ew ew ew ew
threat interactive literally said its bad smh
this will be super mario in 2021
I like threat interactive, but man going after a free tool made for the community is really dumb.
It is, remix is for justifying RTX cards. But hey everybody wins with remix since the community gets to choose whatever game to remaster and make it till their liking
Yeah
But for his argument (he totally could have said it with more nuance and without attacking remix)
anything that contributes to nvidia market share is long term bad
He should stick to talking about graphics, that is why I was subscribed to him in the first place lol. Hell he is the one that pointed out the TAA plauge for me. Now i cant unsee the blurriness
Yeah kinda yeah
even just graphics related topics he has no idea what he is talking about
like when he trashed remix he shat on remix's brdf...
takes 30 seconds to check dxvk-remix's source code and figure out that remix's brdf setup is bleeding edge
the fact he didn't do that should tell you everything you need to know about him
he just assumed it was bad
I hope that soon enough you will be able to have rtx remix vr and just disappear
That's called going outside
feel like temporal artifacts would be really bad in vr lol
🧄
Backrooms gun shots
damn
guys
what do you do in gmod beside using it as a photomode
any interesting activities?
npc battles
I don't know how to setup npc battles without spawning everything manually.
It's annoying and I still can't find the wanted system thing
visual effects edited in post?
also *Backrooms back shots
Trolling rp servers
I haven't properly played gmod in a bit but when I did I would use addons that would spawn npcs around the map
npc daemon was the best
No I got a ReShade preset
LMAO
Just doing anything man. gmod rtx is pretty much any game rtx. Plus you can play any Source campaign in gmod so you could do that. You could play TTT and prophunt if you want. I just mess around in sandbox with custom weapons, PMs, and vehicles. There is a mod to generate CQB rougelike dungeons so you could run those. And at the end you can play gun game with friends
Cqb roguelike dungeons? I need that
double sun </3
anyone know how to fix that with the physical atmosphere?
also what happened to the glowing ball
hm
shame switching weapons causes the game to freeze for a bit
also latency seemingly doubling for a bit every 10 seconds
im assuming this is all normal in gmod rtx since i last used it?
oh my god is this what i've been missing?
god i wish i could figure out whats causing the latency to always double
you need to remove the map sun
just go to rtx remix light translation
and turn directional brightness to 0
otherwise if you make it night the sun will still be there
Yeah we should invent something that's not temporal already
radiance cascades is probably what you'd want
Pretty sure that went badly in half life
lol
Radiance Cascades are an innovative solution to global illumination from the devs of Path of Exile 2. Let's explore and implement their approach.
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decent gi without needing to denoise
temporal stuff is prevelant because it just often makes sense. your essentially speading the cost of effects over multiple frames
I don't like denoising because like what you're simulating hyper specific light bounces only to dilute them with ai hallucinations?
It's like can't we start using even maths for this shit already
Not necessarily. Nrd is not ai or ml.
Just math
It'll always be an approximation as long as we're stuck with 1 spp path tracing
Control is one of the few games. Probably even the only one which allows you to tweak the spp to what you want.
It used to be a dev setting unlocked through a dev menu but after they saw how many people were using it, they added it to the options
I was probably the most vocal about it
also think that ai is pretty well suited for path tracing tbh
isn't this 2d only?
not anymore
My previous sparse RC demo was running with a screenspace raymarcher because it was easy to implement at the time. But now that the RC part has proven to be working well, I focused on improving the raymarching part and replaced the screenspace raymarcher with hardware accelerated raytracer: not only it it allows me finally achieve offscreen ligh...
lightmaps 🤑
ohh cool
lightmaps exist since quake i'm pretty sure lmao
and im guessing the latency doubling is normal?
the only use of ai in path tracing i can think of rn is NRC and RR
everything else is just math
even the new path guiding stuff
also in the case of RR it can’t really hallucinate
its not generative ai
it only has one goal of reconstructing an image over multiple pre existing frames
no generating fake information
all that information is real with the only job of reusing that information until its useless before discarding, like other real time denoisers
Same mentality as smth like TAA
finna snitch on you to nintendo
Gonna get them executed 🥀
ughhhhhh
what methods do yall recommend for finding addons that cause these constant pulses of frame spikes
I'm not too familiar with gmod, but the 50:50 method may help find the culprit.
whats the best way to do that if i already have most of my addons disabled
latency spikes still seemingly happening with all addons disabled
i might metaphorically choke someone out in minecraft
it relates to simulation?
oh god ya it def is
does anyone here know what simulation relates to?
@subtle bison have u gotten latency spikes like this on gmod before?
nope
you running out of RAM?
i have 32gigs of ddr5
Running out of 
its mainly a gmod thing im noticing
Like in regular gmod sometimes those pulses occur
i wish there was some way to properly analyze whats causing those pulses
i think the last thing i could realistically try is reinstall gmod
oh remix isn't liking this map i think
@dusk wagon look who it is
why he so sad
holy
where are the light shafts?
more god rays
what reshade shaders did u use?
what map is this?
What mod r u using here?
Bro
wdym "bro" bro
this is so fnaf coded
these, tweaked some for the preset, if you want it ill DM you.
oh god Stanleys gonna KILL the narrator!
i would like the preset pretty pls
hold on lol
brother the narrator such a dick fr bro tried to NUKE
i be playin the stanley parable and he nukes me
@subtle bison silhouette pom when?
i'm working on that
really?
yes
is this supposed to happen or is it a bug? its showing my screen above me when i crouch or when im at a low height
Vertex explosions exist still? Wow
caused by an addon
i forget the name but there is a good list to go through here
https://github.com/Xenthio/garrys-mod-rtx-remixed/wiki/Problematic-Addons
Funny video - Cat does the most aggressive lick ever recorded
#cat #lick #funny
guh
Sorry cr
my vertex exploded 🥀
huh looks weird
SSB4 Samus renders incorrectly. Looks very good material wise but for some reason her hair is dark red and her suit is black (she is supposed to be blond and has a blue and cyan suit)
marking the suit with legacy brings the blue back but the hair turns pink lol
The normal map is really rough lol. So it looks bizarre
Gmod dead?
yuh
them s&box people heard i was working on gmod rtx

haha i still have it
😭 😭 😭
mine is gone
They got my ass
i think they said only those will still have sandbox that have recently played alot
should work? sheepylord uses that old ass 32 bit remix but I don't see how it wouldn't work on current remix
yea should work fine
yup
shame rig is a bit messed up
at least make it not perfect plus 7 yknow what i mean
like just a litttttle extra fixing
to get rid of that
yo CR have u noticed differences in denoising in recent builds? I seem to have a bit more boiling
i mean recent dxvk-remix builds
Since about a month or so ago
maybe preset D is enabled?
same issue with no .confs present, trying to narrow it down
ugh weird
would have to probably do some dxvk-remix release regression testing, thought i would ask a bit to see if others have noticed anything, potentially cut the search space
I personally have not, i assume you're taking about remix in general?
Yep 🙂
i think gmod's runtime is about 2 months behind master so i probably haven't ran into it. I'll update my fork at some point and ill let you know if i see any boiling
maybe it has something to do with nrc and them boosting bounce lighting?
check nrc and disable that setting since its enabled by default
hmm good thing to check, thanks, ill take a look
i think the boiling started before that commit but i want to check
im so smart :)
portal 2 ce released i wish we were in the timeline where gmod used strata source
i mean other than the fact remix wouldn't work with it 
dude you are not doing shit
what map?
map i recommend trying is this
Heard from my goat @royal vortex
damnn okay
tf this bro looks so realistic
how did you get the hud working
mine usually shows up as purple
or missing texture purple
Try run the game with workshop disabled and see if it still happens
you need to update your gmod rtx
rubat changed some stuff about the hud and if your normal gmod is updated it'll show as purple on rtx
its on the latest ver alright
sorry didn't explain myself properly, I meant the game itself


