#[OLD] Star Wars Republic Commando
808 messages · Page 1 of 1 (latest)
Marking sky textures usually can deal with disappearing environments, but it depends on the game. As for the unstable hash on the viewmodel, it's because Remix doesn't support Geometry hashing on skeletal objects. There are tricks you can pull to change the rules on geometry hashing but they can have unintended side effects like lumping multiple unrelated objects into the same hash.
ah
also a round just ended, and the game decided to crash
so that might be something to look into
the crash window itself didnt say anything particularly interesting
yeah thats too technical for me, something about an object being discovered in Swapchain map at Direct3D module eviction
If you can gather your logs in the gamedir\System folder, you may want to make a Github issue for that: https://github.com/NVIDIAGameWorks/rtx-remix/issues
idk why people keep asking me to do that lmao
I dont like github 😂
idk how to use it
it just sounds so complicated
i ask a million questions on just how to install something from there
Github issues go straight to the Nvidia developers and project manager that are working on Remix, and it all gets filed to an internal issue tracking board. So if you file it there there's a someone will take a look and possibly assign someone to work on a fix.
no no i get that, I'm just useless with github lol
Star Wars: Republic Commando works, To make the game work:
-you need to download dxwrapper d3d8to9
-you need to download "Republic Commando Fix"
-in the Movies folder of the game delete the videos "LECIntro" and "NVIDIAIntro"
-Go to the graphics settings of the game and change them as shown in the picture
-The game has some problems with the rtx remix menu so instead of messing with it, you can just download my bridge.config and put it inside the "trex" folder
https://github.com/crosire/d3d8to9/releases/tag/v1.12.0
Republic Commando Fix 👆
The game has a problem with lightmaps. Every time you see a texture that looks like the textures marked in orange, click on it and mark it as "lightmap texture" and that should solve the problem.
important: the rtx remix files should be placed in the "system" folder
my rtx.config
👍
is it know if frame gen works? I toggled it on and it worked fine initially, crashed seconds later
okay yeah, definitely doesn't work
any tips on culling? When I look in certain directions I can start to see through walls and whatnot in a clearly unintended way
it's not just messing with the lighting
I also noticed when I killed the last enemy in the immediate area it fixed itself
when doing a scene capture in the first mission, it completes suspiciously fast and the output file is only 65KB. When opening the scene in the Remix Toolkit I only get the skybox with a darker square
strange🧐 , because I did a capture myself for one of the levels and it worked great
yep I have this problem myself, I guess it's a problem related to the way rtx remix detects the sky automatically(?) I recommend turning off the auto sky if it's on and trying to manually mark the sky textures in the game
actually about that, I've seen a lot of talk about the auto sky detect but there's no option for it. Do you mean I have to manually un-tag it in the textures tab?
Game Setup---> parameter tuning---> sky tuning---> sky auto detect--> turn off
then go to "categories textures" find the sky textures and mark them as "sky texture"
and maybe this will solve the problem, because sometimes the automatic system detects unrelated textures as sky textures.
funnily enough, the automatic detection is better
this is without sky auto detect
this is with auto detect set to camera
it fixes the issues with geometry being seen through walls
this
I could've done better with the screenshots. But take note of the grating top left of the crosshair
and behind the gun on the right side, part of the map geo is just hollow/see through without auto detect
better side-by-side
really strange 🧐 when I get home I will try to solve the problem
im modding swrc for 3/2 years now, should be playable in rtx remix but let me tell you the game itself is complete garbage in terms of stability, if anyone needs this info lol
and alot of stuff is hardcoded straight into the game, but dont know if thats an issue on rtx remix.
Could you share some examples? For things that are hardcoded I mean
Most of the hud is hardcoded, crosshair, ammo, fonts etc
and the screen you see on your helmet is a physical plane in front of the camera
which may or may not affect shading
Yeah that did cause issues with Remix initially
If you look at the screenshots he posted here, a lot of stuff is missing
oh yeah for sure
I had to manually mark the textures as UI within Remix to get them to show properly
And by hardcoded I guess you mean it's all thrown together rather than individual pieces? Because what's what I noticed. After marking one texture as UI a huge chunk of it just started working
here is a (customized) version of the helmet, but the plane is the same, which always caused issues with stuff such as reshade
That would probably explain why the helmet showed right away. If it's a texture in front of the camera rather than UI (if I understand what you mean correctly)
i dont know if it applies to remix, but texture dimensions mostly are hardcoded, f.e the crosshair just doesnt work if you scale it above its original resolution
its a texture, the hud in rc is physically on there
I think Remix should be able to get around that actually, as it does asset swapping independently of the game engine
same goes for the font, its hardcoded to its size
like i said, dont really know lol, tried remix but sadly didnt load on AMD
This might be interesting to try and see if Remix can overcome the limitations you mention
sadly 4gb patch also barely works, game is just a car taped with duct tape to get it running lol
I wonder how much that'll be an issue with Remix, if at all
You mentioning this makes me more determined to look deeper into this lol
ram isnt an issue, game is 32 but but remix bypasses that afaik
I think it does yeah
im scared i did all the modding for nothing just to get obliterated by rtx remix mods lol
What mods did you work on? I'm basically rediscovering the game since playing it as a kid on Windows Vista, so I'm behind the curve on that
we've changed a ton compared to the original, but now we're working on getting normal maps in game and changing models
even working on a super ultrawide hud
Wait this is fantastic. I remember seeing this when looking at moddb for the RTX.conf file to get started
btw you may lose eax support on rtx remix, but im not sure
Would you mind sharing some assets to test within Remix? I imagine whatever you have is significantly better than what I would get with Remix's AI tools
I haven't seen anything yet that indicates this
i could send some assets, but whats the point if i may ask?
If you're really determined i can add you to our server and see if we can merge it together with our mod in the future, if you want
but i think there is gonna be a ton of bugs
With your mod you replace the vanilla assets within the base engine, so a part of me is curious what that process would be like using those same assets but going through Remix. I know basically nothing about texture creation and Nvidia's AI tools have given me very underwhelming results so far. So it would help see what the game could look like with better textures + pathtracing and help me learn the process of using the toolkit more
i suppose its just importing a model with the materials, link textures and materials in rtx remix and you're ready to go, but i dont know if the hud elements will work
Yes I'd love an invite to your server, you can add and DM me. As for merging it do you mean making a Remix version of your mod as an option?
we could make it an addon yes, or just a whole seperate branch
I'm feeling like a kid again thinking of what might be possible lol. Getting better assets it's probably the hardest part beyond initial compatibility with Remix
oh boy we just found out how great textures can look in rc with good normals, its insane
this is unreal engine 2
in RC
That does look great
Damn it's gonna be a while till I'm off work lol currently on a short break
So I won't be able to actually tinker around for a while
i added you, just tag me if you're available
i feel like there is potential here, but it will require a ton of work
i think
If my experience replacing the textures with the AI generated ones was anything to go by, it was actually extremely easy
does it upscale them or generate complete new ones?
I took 3 of the most commonly used rock/stone textures in Geonosis, ran them through the AI which generated a new texture similar to the original with normals and roughness
I believe it's a new texture. That's what I think I saw looking at Nvidia's blog on it
Alright, interesting
Cyberpunk 2077 Ray Tracing: Overdrive Mode Technology Preview Rasterization vs. Full Ray Tracing Comparison #004
4K comparison of one of the examples
Dunno why the embed mentions cyberpunk
I could be wrong, but it does look like a new texture with how much more detail there is
It looks... okay i guess, raw textures still look better though
its taking the original as an example and recreates a new one
its basically upscale but it adds its own stuff
Yeah that's my understanding
And yes, I was pretty underwhelmed using it in practice
In fact it was nothing remotely like that example in the link
You can toggle the replaced assets on and off while in-game so I'll share a comparison later
According to others in the community who've been using other AI tools for texturing, Nvidia's implementation is pretty poor even when using an ideal input
not so surprising tbh, it sounded too good to be true
I'm sure some of that has to do with their model being built entirely in-house with no outside textures used to train with
I know there are AI models that can generate PBR information from a texture input, so I wonder what that would look like using better textures as a base
And using better models ofc
yeah, i think it could work on custom textures, but geometry is better to use raw textures
as in, rocks and stones and landscape textures are better to get from a source somewhere with very high detail textures
and stuff like generators and walls with custom textures are maybe better to do with the AI stuff
Ah I think I understand
That makes sense
I've seen some really fantastic results seeing other people use AI texturing tools for Remix (not Nvidia's) so it's still something I want to explore
our textures are just upscaled, looks a bit sharper but it gets pretty smoothed out
I still need to figure out some culling issues I was having last night too. There's a small underground passage in an early part of the first mission that has a lot of potential to show off pathtracing but it shows as pitch black without proper assets for most directions looked at
I was about to do some basic tinkering with emissives though, like a fire texture casting light and shadow in the corner of a room
Super cool stuff and it just took a toggle to try it
like i said, there will likely be a ton of bugs
I want to do the same for the blaster bullet particles
It doesn't freeze at all at this point
As for 60fps? Not doable as of now
But I don't know much about performance scaling in Remix. I can't use frame generation or the game immediately crashes. DLSS works just fine however
I think I saw an Nvidia dev said it was normal to expect low performance starting out, but I could be missing context
i tried some captures too, got one but the game barely loaded lol
but the viewport in rtx remix was just black
which is i suppose because im running amd
Yes I know exactly what you mean
Actually no
I had the same problem, but the other user here was able to fix it it seems
By changing some stuff in remix and providing his config file
I can share mine later since I made my own tweaks further, might fix your issue
There's TAAU as an alternative to DLSS so it might be manageable to run depending on your card
i've got afmf
I know RTX remix as a whole is compatible
if it works on remix atleast
Does that require certain APIs to work? Remix uses Vulkan
Damn
so rt SHOULD be fine
it runs in released games but rtx remix seems heavy when your scene is unoptimized
That, and remix is generally heavier than most RT enabled games
Since it's full on pathtracing
I'm curious how it'll run for you
afaik path tracing runs fine on amd, alan wake (which i think had pathtracing) got like a 120% driver boost last time
with path tracing
ok it was 20 to 35%
lol
just checked
That's fair lol
Alan Wake I think overlayed the pathtracing on top of the baked lighting for better and worse
So it was still a mixed solution unlike say, Cyberpunk which replaced virtually all lighting with pathtracing
true
Even that still had rasterized elements though. Remix is entirely pathtraced, not a single aspect uses rasterization to my knowledge
But that enables some wild stuff like simulation of water refractions and whatnot. There's some examples in this server
and uses insane performance lol
True, but it's good this stuff is out now so by the time there are released RTX remix mods available to download chances are people will be on better GPUs by then
i dont know what remix does with hardcoded stuff, but if you really want rc to look nice, as in hd text and relatively nice looking gui and such, you'd need to code it in a dll
i do have a dll for the crosshair and some ui elements, thats why our mod has a hd crosshair and a not so low res looking menu
fair
but remaking 20 year old games only to release them so that only the newest gpu's can run them sounds kinda
off
lol
Yeah I imagine the dlls might mess with Remix, guess we'll see
and maybe even phase out almost all amd users
i dont know how remix handles it
but its not my code so i cant just hand it over
we got it with permission
It's hard to say, I was running Remix on basically max settings with RC, but even a 2060 could play Portal RTX if you compromised on settings
At 60fps I should add
1080p?
Nvidia made a good chart showing recommended settings for all their GPUs
Yes, with DLSS of course
But since these games have more simple geometry with little if any subpixel detail, you can get away with lower quality DLSS settings and it still looks good
we were thinking of just baking ray traced lighting on the textures in rc
That sounds like a very manual and intensive process
I imagine so, but I have high hopes that Remix can overcome some of that. Like with the cross hair/HUD, I'm gonna try to make it ultrawide to test if it runs into the same issue you do when working with the native engine
Since the HUD is almost entirely within one texture it'll have to be done in a really janky way though. Like squishing the aspect ratio of the texture, AI upscaling (should look good bc it's simple), then letting the game stretch the texture to the proper aspect ratio with Remix's replacement texture
thats what we're doing in the mod lol
but we made the ui by hand
we even have one for 32:9 but its not fully functional yet
I thought the game engine didn't support higher res UI?
Ah okay
thus why we have a dll for them
I feel pretty confident it can be done without the DLLs through Remix
Due to how it works
Yes that would be great
i am limiting it to general though, since some people just look trough everything and decide they dont want to do it anymore
Understood
One thing before I gotta dip though, I saw you said on the page that you replaced models. How many/what models are covered by the mod?
not much yet
After spending a LOT of time experimenting and trying to figure out the Remix toolkit, I'm gonna start from scratch and see what I can accomplish without getting screwed over by a random setting I forgot I messed with
fixed it, will share what happened later
to be clear, for the lighting here I just tagged the gun barrels/gear to emit light, otherwise the scene was too dark
I disabled it right after taking the screenshot
the soft shadows of the commandos look great against the wall
by tagging the right textures as UI you fix a TON of the visual errors
I've been very carefully tagging textures as needed without going overboard with it. Mainly to fix things, but also seeing if I can make things like the blaster lasers emit light. So far that hasn't worked though, strangely enough. Maybe I have to mark it also as a particle or beam?
calling it a night for now
Looking great! Keen to see your progress 🙏🏻
I’ve been tagging for the first three levels, for some reason tagging the effects textures like blasters, explosions, blood caused them to vanish or not render correctly. Tagging them as UI worked great but they’re now only affected by raster lighting
blaster laser was a shader or some sort, i can check for ya if you want
I found that some things just mostly worked without tagging, so I'm trying to do the minimum account I need to ensure a base level of functionality
Yes that might help. I wonder how we could recreate that effect so it works with RT if that's the case
I'm sure one of the Nvidia guys would know
but does the ui fully work?
im surprised if it does
as in does the compass, grenade count and such work
It's nearly perfect from what I've experienced so far
wow
After tagging them as UI textures in Remix
Which I guess bypasses the RT to make it a screenspace rasterized element?
That's my understanding
i wonder if the helmet scales like in rc though, because it physically scales to the resolution
which is why you get these stretched helmets
mind if you can send your config files? i really wanna try it out lol and see if new assets work, ive seen the livestream from yesterday so i know the workflow
I'd love to but I'm heading out to work in just a moment
I probably should've posted it last night, but I'll do so when I'm home
Yeah no kidding lol. I'll try to get in the habit of posting my config whenever I make some decent progress
Before heading to bed
You just need to capture a USD and give the blaster laser an emissive map, usually that'll do the trick.
These screenshots look great 👀
Thanks for the heads up! Is there a way to browse textures not shown in the scene itself? I have the USD but it's just the environment, where would I go to find the blaster laser texture? Still learning the tools
Thanks
the more I learn the more ideas come up in my head to make it look amazing
Originally I had relatively limited plans but now I'm wanting to learn more to make something a little more ambitious
Right now they're just ideas though, gotta get the ball rolling first
I will say the process of adding said improvements is much easier now but if you have a game where add light to textures doesn't work, I used to have a Unity based GUI tool for marking objects in batch and I used it to make a mod for Anachronox using the emissives instead of light sources. I don't think I'd recommend that tool versus the official toolkit but there's still a few folks using it despite its rough edges.
So, in short, the adding light process is a lot easier than you think. 😅
Well tagging adding light to textures in Remix didn't give the result I wanted with the blaster lasers (as in it didn't really do anything) but I imagine an emissive map would work since it's manual?
It's also hard to know sometimes which textures are what, since they'll look like they should emit light for a striking result but next thing I know bullet impacts on walls have a bright white light that kills the scene
I need to get the right colors out of emissives, and figure out how to get the main distant light sources to have more color to it
I'll have to look into light maps more but if it's what it sounds like then I should be able to do the same for the visors on the commandos, just more subtle
The long story short is basically, the add light to textures category is just a hack for some very uncooperative objects in Portal. When you're making PBR replacements in the toolkit, you can add an Emissive map which will essentially make highlighted parts of the texture glow and contribute to GI.
anyway to fix this? tried the bridge.conf but dont know if i put it in the correct folder
Check stage lights in the top right
I forgot the exact setting but one needs to be enabled or else everything's pitch black
Oh is it your first time opening it?
yeah
Close remix and relaunch it. Open the project again
There's a bug where you need to reload for decent performance
Even my 4090 got 7fps on first load
After reopening its like 100+
also close omniverse?
still 0 fps
also doesnt display a gpu
so its probably still because im running amd
Omniverse was specifically designed to support all GPUs with RT
In one of the bottoms in the top left of the viewport, there's a toggle for something with "Pixar" in it. That was implemented to support other GPUs
I vaguely remember hearing that
@vapid lotus
Pixar storm is the right one, not sure why it's greyed out
I would ask in one of the other channels about it, I'm sure someone knows what's up
Your GPU should run it fine enough
I think #1199022356996309122 is the right one but it might take up to an hour to get a response
And people are okay with answering stuff in #general-remix from what I've seen
AFAIK this is the furthest along rtx.conf available for Republic Commando. This has the most gamebreaking visuals fixed up at least through Geonosis I believe
UI works and everything
still work to be done but it's a world of difference to a fresh install of the remix runtime on SW:RC
@vapid lotus here's that if you wanna mess around with the runtime at all
well my dumb ass forgot I reset the config to start fresh :)
I'm finding a LOT of assets that are reused in different ways that fk up what I have in mind to do lol
for example there's a cube in one of the transition areas in the original that shows a hologram of a clone helment inside, but currently dunno how to get that working. At the very least I wanted to make these cubes emissives but because they're randomly placed in another scene, that trait carries over
this is gonna be trickier than I thought
this is the scene and these are the cubes I'm referring to
but the scene after this has the commandos in a VR training room and these cubes are just randomly there in the air
not even visible within the game itself from what I remember
but I could just be blind
would you guys say this game is playable?
see: weird re-use
I'm a little iffy on calling it playable
but it depends on what the criteria for playable is with remix
partially playable maybe?
Game boots and has good enough graphics to play. You can play it, but you cannot complete it for various reasons, such as needing replacements to see in required areas. Another example is that it may crash or is unstable
yes I can give mine, it fixes some major issues with the default settings
one sec
here you go

all updated, thank you 🙂
hope it helps someone 
found it in the scene capture 
weird that it doesn't render out of the box
I'm gonna look into it more, it shouldn't be marked as UI if it's a 3D model
at least I would imagine
If it's marked as World Space UI it'll be rasterized while respecting the original camera perspective rules, sometimes a good pick for 3D HUD elements though not always.
There's also a few related to first person viewmodels but I don't know how those work exactly, tbh. I used them in my Red Faction profile but to some very mixed results.
the world space UI toggle didn't change anything, only tagging it as UI made it show up
I ran into a bunch of strange issues messing with stuff after
If it's tagged as UI it definitely shouldn't show up in captures... 🤔 unless I'm missing something, I'll admit I'm not at 100% tonight.
sorry, I mean ingame
the UI has been a bit of a rough process so far with my tinkering today
Yeah, it can be a pretty tedious process with how intricate some of the immersive HUDs get. Still, great progress so far. 🙂
yeah its a physical model
well eh, its sort of playable at 800x600 at 50% res scale lol
Did you also change the Remix graphics settings? I had them basically maxed. 4 bounces per ray, everything on high (ultra? I forget)
If you set bounces to 1 or 2 and lower the other settings there should be a big bump to perf. Did wonders in portal rtx
There's a lot of scaling possible in those settings on top of the res scale
Try the settings on the left
These are from digital foundry when portal rtx released
Ill try it out soon
Forgot to mention, I'd leave volumetrics off because I haven't tuned it at all. The default doesn't look awful but it could be so much better
Alright
Hey, mind explaining what had to be done, trying to get it to run myself atm but it doesn't seem to hook.
Sure thing. If I'm remembering correctly the order of steps matters quite a bit so I would recommend a fresh install potentially. Here's what got it working for me:
- Run the unmodded game normally, should run in DX8 mode as intended
- Copy the graphics settings as shown in the last screenshot of the message I'm replying to^
- Close the game. Now install both the d3d8to9 wrapper (link below) and the latest RTX remix build at the same time inside the same folder as the game executable - not the root folder. It's inside a folder called System
- Place the attached rtx.conf file in the game executable folder with everything else
- Launch the game to ensure RTX Remix hooks. If you see the Press Alt+X to open Remix menu popup and can get to the main menu, you're good to continue to the next step
- Close the game and install the Republic Commando Fix mod (link below). Double check the install instructions so it's in the right place.
- Run the game from the CT.exe executable. Once you're at the main menu, go to your graphics settings and turn bump mapping back to Low, as Republic Commando Fix changes it on first run. You should now be able to set your native resolution as well.
Done 
Keep in mind the rtx.conf file is a WIP, and there's a couple important things I want to change to upload a new one. Scene capture by default is left handed and on the incorrect axis, so toggle those two settings On in the Remix menu before capturing‼️
--
👉 Links to needed files + attachment below:
d3d8to9: https://github.com/crosire/d3d8to9/releases/tag/v1.12.0
Republic Commando Fix: https://github.com/SWRC-Modding/CT/releases/tag/SWRC_Fix_v2.10
These are the instructions 
Hope it helps, lemme know if it doesn't work. I recommend a fresh install of the game just in case, download shouldn't be too big
@jaunty relic could you kindly pin the above instructions? For easy future reference
I'm gonna combine both those messages into one real quick
really glad to see you're putting time into making the game work properly with rtx remix:) keep it up! great work! 😁
Figuring it out as I go but it's been fun 
I think getting the game to work properly with rtx remix is the most fun part! 😌
Probably the biggest issue at the moment is the culling, makes getting good captures tough. I saw the last update to Republic Commando Fix was only 3 weeks ago, might try to reach out and see if they might know anything about disabling it. Just imagine an anti-culling toggle built in!
Definitely. Just gonna ignore the times where I go 
that would be really cool
🤣
I figure they know some engine level stuff better than anyone else
OH MY GOD I MIGHT'VE FOUND IT
THERE'S A COMMAND TO DISABLE HARDWARE OCCLUSION CULLING
This is the single greatest day of my life

I gotta test it as soon as I get access to my PC. I joined the SWRC modding discord and they have a wiki full of helpful stuff including engine level commands
Gotta see how I can make use of it first
More specifically if I can set these commands permanently, which might not be the case
And if I can't I need some way to execute a command on every level load
Man. How ironic that I gave Remix a shot because it wouldn't need the massive learning curve of per-game modding
And here I am learning modding of the game I'm using remix on

If I'm hearing correctly there also might be a command that loads the entire map at once
Which would be fucking INCREDIBLE for Remix captures
If it's stable enough for that use-case
Man this could be a breakthrough for Republic Commando with Remix
There's so many variables that might help with Remix compatibility
I don't wanna get too ahead of myself but if I can automate these commands in some way (and if they work), this game has the potential to become fully playable from start to finish with Remix

Sweet, thanks!
wait you didnt know that?
lol
New to the SWRC scene AND modding in general
this is all going in blind, teaching myself as I go
yep, got the wiki
right now I'm trying out material editing
and this could be REALLY promising
as in shaders or?
ohh like that
this is a commonly used texture on Geonosis
ik
sadly rc only supports normal and bumps
but bumps are the worst thing in existence
I did it in 3 parts. First was using an AI pass using a decompression model, then did a pass to increase the resolution 4x using another model. Then I threw it into instaMAT and this is the initial result for image-to-PBR generation. I can edit more before finalizing
and that's what I love so much about Remix
I have to worry about exactly 0 of the rendering limitations of the original engine
I can use real PBR, interacting with pathtraced lighting
can you send me a texture to compare?
ours are upscaled too but its been 2 years ago since we upscaled so models may have improved a ton already
though upscaled and not partially generated
i really like remix but i just hate that there isnt an option to disable path tracing and just run it with standard lighting in the runtime
first is the input (used snipping tool since DDS doesn't embed in discord), second is the decompression model output, third is the 4x res scale
unfortunately it's a limitation of the tech. The entire rendering engine is pathtraced, you can't turn it off or you turn off all of what remix does
dont see a difference prob because of compression lol
ah
the "open in browser button" at the bottom when you click it
it's got more definition than Nvidia's built in AI upscaler
I just needed a higher res base without compression artifacts to feed into the material software
holy shit
turned off AO, swapped tesselation with POM, increased displacement slightly
this shit looks properly 3D
the viewport on my end has a rotating lightsource
man this is insanely cool
it looks really good if you do it correctly
@storm marsh where were the bounces per ray located?
when you open the overlay with alt+x, click graphics options at the top. I'd recommend turning off always show advanced or whatever it's called too
so hitting alt+x goes to graphics settings first
oh perfect
also noticed that under pathtracing>Integrator
disabling this improved performance a ton
lol
that could work to fulfill the "I wish I could turn it off" idea lol
the secondary bounces are what make the magic happen
which is why I recommend keeping that on and at least going with 1 max light bounce
but if you really are indifferent and just wanna mess around then by all means
the magic being 2 fps
does make the game really dark though lol
is 1 bounce max really still unplayable?
yeah that would do it lol
at 720p 75% not getting 60
without any bounces there's no GI
nah gpu util is maxed
it's just pathtracing being pathtracing
cpu at 80 ish
if it's still not awful I'd personally prefer taking the fps hit to get the global illumination
it basically doesn't work without it
visually
then again I played through cyberpunk at 40-50fps first playthrough
damn, I didn't know it was that rough
and since there's no FSR the res scale probably doesn't look very good
that said I'm running well below 70%. I'm using DLSS balanced which is 58% scale
but it's DLSS, so it still holds up well
at 1440p output
try 50% scale maybe? dunno what it looks like
wasnt there a fsr3 plugin for remix?
50% runs alot better
doesnt look that great though
no it's what people wanna add though since remix is open source. Unfortunately FSR3's Vulkan implementation isn't out and won't be for months, so FSR2 is the next thing that's being looked at I believe
pretty sure fsr3 has vulkan but the frame gen doesnt? correct me if im wrong though
where do i check?
usually people just refer to it as FSR2 when not talking frame gen, yeah that should work
same place you chose the 50% res
oh cool, looks like in the dev menu you can set it manually
try .6 maybe?
FSR/DLSS quality mode is 67% for reference so it's not far below those
Man
I wonder if the dev menu for pathtracing settings could also claw back perf. Haven't messed with it though
Maybe, but I think the basic options are enough to see it probably is what it is
AMD's first generation RT was pretty bad so it can only do so much
In fact it's missing a lot of hardware optimizations for RT in general. In other words it can do RT but it's doing it in the most basic way possible. 2nd and 3rd Gen AMD RT added different hardware accelerations for various aspects of RT that have huge benefits
yeah rdna2 is pretty barebones in terms of rt
Don't know how much better performance you can get at this point. Unless those pathtracing dev settings can account for the exact thing I mentioned 
Mhm. And given this is entirely RT with basically no rasterization, it's truly a worst case scenario :/
but its playable
but it does look kinda rough, but may help if there will be an fsr plugin
Yeah FSR definitely looks better than the basic TAAU implementation. Glad Remix is open source so people can add it with enough time
No need to rely on Nvidia
Hey I guess it could've been worse, no DLSS alternative at all would've been awful
true
Without the secondary bounces? Your best bet is messing with exposure settings
Those secondary bounces help a lot with the spread of light
Oh shit I should also mention the reason performance scales so much with internal resolution is because the number of rays per pixel is fixed. Fewer pixels, fewer rays. So you're killing two birds with one stone for performance
it runs with 2 bounces
but there are dots on the meshes
maybe the recalculating again
when i turn*
I'd do 1 bounce and make sure this option is enabled
Yeah that would be the denoiser trying to work with so few rays
Increasing the denoiser quality would help but at a cost naturally
Remix accumulates rays over many frames to make it stable enough. Faster the framerate, the less likely you are to notice
As you can see, there's a ton of moving parts in a holistic solution to rendering like pathtracing

a real ton lol
IF you want i can send you a hud for ultrawide
and helmet
to test
but dont share those
that would be great
yep!
the first PBR material I've ever made
I'm fkn proud of myself
was a pain in the ass but I figured it out
and I'm super happy with the result
I think I'm gonna go the route of some other modders in the discord and make a "demo" of sorts
basically stick to one area and make it the best it can be
then I can post it in #showcase 
my battle with UI tagging begins again
Might need to add back in some of that brown manually but looks pretty cool
it's hard to nail down exactly
my original long term idea was that I'd make the light from the sky a little more orange to fit the planet
that should cover the difference
and ofc I can always go back later and change the material
if needed
I'm having dramatically more technical issues than I was before 
https://www.gildor.org/en/projects/umodel It looks like this could potentially help with exporting the game's textures, as well as plenty of other games made with the various incarnations of the Unreal Engine.
Unreal engine model viewer (UE Viewer)
It does work, but the game has an unusual way of doing its bump/normal maps. Some textures do indeed use normal maps - mostly terrain and static props - but a lot of animated characters seem to use textures that have a bump map in one channel (usually red), a separate texture in another (seems to depend. Some use what appears to be possibly a specular map in the green channel, others use what appears to be a sort of "mask" texture), sometimes yet another in the blue channel (sometimes possible specular map if it is an actual normal map rather than a bump), and yet another in the alpha channel if there is one (likely specular?)
much appreciated! I'm using it to get a reference for what I should be avoiding
i believe setting bumpmapping to low disables it
the rest I'm not familiar with
this is the dedicated folder for bumpmapping
lots of specular
You might be able to use the normal maps, although the bump maps would probably have to be run through ChaiNNeR to generate a normal map from the red channel, and even then it would probably be best used as a placeholder.
Odd how they are labeled. You find more bump and normal maps in the other folders than in the dedicated bump map folder.
A lot of those other textures there are probably not really going to be used by Remix, and I would speculate were used depending on how big the specular spot was supposed on a given object.
maybe general purpose vs specific ones? and the stone doorway is the weird oversight exception maybe
That is likely the case.
I wonder if there's anything we can do with these values in the system.ini? Particularly the "MaxPixelShaderVersion" variable
there's likely a lot I haven't touched yet that might help a lot
It might be possible to set it to 0 and see if that would force fixed function fallbacks, although you'd also likely want to set "UseHardwareVS" to false.
what do TL and VS stand for in those?
Hardware Transform and Lighting in TL's case and Hardware Vertex Shaders in VS's.
hmm okay
there's also another save.ini in the \save\ directory
shares some of the same settings'
gonna make backups of these files and change them
Good thinking.
wait a sec
I think the one from gamedata\save is from Republic Commando Fix
I see references to it and the other values are representative of my in-game settings while the others are not
it might even be saving that HWcull console command?
that would be big if that's the case, I'll have to test
but first, I'll do this
That would be huge if so.
I'll add that there's some other culling going on too if it really has been disabled while I've been testing
because I noticed the walls behind me stopped disappearing in the VR room in the Kamino intro, it was the most apparent case of it I experienced
and in other areas it seemed to not have culling problems?
but when I turn in a certain direction from the start of mission 1 I get weird visual errors that appear to be culling related, and in the 2nd area of Kamino, as a kid on the computers with other students, when you look down the wall behind you seems to disappear as the room gets randomly brighter
but maybe it's not normal culling and there's something else going on
holy shit I've made some BIG progress with the rtx.conf file
restored a bunch of effects that were having issues
visor seems to fully work without breaking any of the pathtracing, the swirling rain water below the gunship, the wiper, the drops on the screen, rain particles
all of these had issues before in some capacity
hard to know how much can be attributed to the config file (a good amount at least) vs the system.ini edits. But that's why I have a backup baby. I'm gonna run these two before and after with the system.ini backup to see if the visuals are any different, when using the same rtx.conf file

it's getting real interesting
(it stopped working, time to give up for the day
)
added a light, edited material values and added a unique PBR material made from scratch to show off reflections on the floor
by far the most fun I have with Remix is actually getting to mess with assets
seeing this material I worked on for a good while in-game is super fulfilling
the light culling out is an error on my end, not a real bug
I'm pretty confident this isn't the case unfortunately
That looks pretty damn good! The lighting in the room also seems pretty solid.
Looks like the geometry hashes are unstable no matter what settings you use.
Playing with shadermodel = 0 fixes lighting in some maps but introduces too many visual issues and lag (maybe Remix culling isn't working?)
Lots of effects and particles don't render correctly unless you tag them as UI which are then only affected by raster lighting.
Terrain baking doesn't seem to work correctly
Rendering the viewmodel with Remix lighting distorts your view when using the helmet HUD
I'm not sure if these issues are the same for other UE2 titles but Republic Commando is not looking good for modding with Remix
I've found that many of these effects work but selectively. With the right tags some will work in some instances, but tagging other things will break them entirely
I haven't tried the shadermodel=0 line specifically, only the ini edits. That's DXVK right?
Also with it fixing lighting in some maps, did you already have the lightmaps tagged? Or are the fixes you've seen separate to the lightmaps
shadermodel fixes lighting in some maps like Geonosis 2 because Remix's shader support isn't perfect. I don't recommend it though because it brings too many visual issues and that's the only good thing it does
Here's my cache and config, it has effects tagged as UI so they render correctly. I tried the config you sent before but it didn't seem to have tagged much like the UI, lightmaps and sky
I'm using SWRC fix 2.10 but that cache should work for the regular game exe if renamed to match
I definitely had a good amount of stuff tagged, maybe I have my timelines mixed up and sent one that was underbaked
A lot of my experimentation has involved tagging as little as possible as to not break the pathtracing
For example I've been able to have the view model pathtraced, but that causes other issues where the camera is disconnected from the view model and there's an extremely disorienting "wobbling"
Yeah, that's because of the helmet HUD. I'm not sure how to fix that
You can disable the "Helmet" option in the game settings but that's more of a workaround than a fix
well the remix experience is all about work arounds 
I think people would be willing to turn off HUD if the rest of the game was playable with pathtracing
not ideal though ofc
talking to some of the guys in the RC modding discord
they think the hwcull command doesn't work
but they pointed me towards a way to achieve something similar-ish
basically since UE2 uses BSP, I can use the editor to remove the "antiportals" that trigger the culling of an area
so the entire level would be rendered at the same time
unsure how practical it would be for gameplay, if needed maybe I could have just a few areas ahead and a few behind
but for the purpose of getting captures? It'd be invaluable
You need stable geometry hashes first before doing captures
wdym? I haven't had any significant issues with captures
Apparently there might be a fix
Go in debug view and look at "geometry hashes"
They randomise every frame so replacing models in Remix won't be possible
haven't replaced models yet but have replaced textures and materials
do you have auto sky detect set to camera? when it's set to none there's MAJOR issues with most of the viewport rendering in many circumstances
The world mesh looks fine but anything that animates is too unstable
ah I get you
i'd recommend making sure that replacement meshes work okay btw, before continuing the project. some games (especially shader heavy games) have issues with meshes not staying anchored to their proper locations
I can try a model swap
I have some captures, just never done one before
don't even have a mesh to use as a test but I can probably find one
here's a cube
Woah, cube
if it has the issue i mentioned, the cube will follow the camera or player around in-game
great!
also surprisingly 0 culling related issues during that recording
I would've expected at least one

I lied
there's some but it's INCREDIBLY subtle
which is good
it looks like one minor light source stops being active
if you use the debugoptimized builds of Remix, you can use freecam to see what it's doing
Wait, is the cube just the default Blender cube?
ya
Forbidden Blender cube destruction technique: send it off to an active warzone in Geonosis
https://github.com/Kim2091/RTX-Remix-Downloader/releases/tag/0.1.3
it has a lot of false positives on virustotal unfortunately, but i promise it's safe
Some of the latest builds of DXVK also has positives on Virus Total, but by stuff like BitDefender Theta, which is machine learning based and therefore certainly likely to have false positives.
throw it with the game files and run it?
no. it makes a remix folder when you run it, and puts the latest remix files in there. you then copy those to your game folder
you'd want to select debugoptimized when running the program
this is for the runtime, not the toolkit. the part that hooks into the game. the release version of it doesn't have a freecam afaik
yeah, all i was saying is that you can use that to see exactly how it's culling things 🙂
it can be pretty helpful when troubleshooting in general
I'll give it a shot then!
you can also toggle path tracing entirely with this, to see how the original game looks. great for trying to mimick the original art style (and for troubleshooting)
The version included in the toolkit usually is just the release and no debug version?
i believe so. i don't use the version in the toolkit though, i always do a separate game install. the toolkit version has major limitations (like not even being able to save your settings)
Okay well it boots but once I turn on raytracing under general I get about 1 frame per century
It's unusable
Let me tinker a bit to see
i have no idea how that'd be happening
were you using a direct 0.4.0 install before, or were you just running it through the toolkit?
just make sure you don't lose your progress 😦
if you don't care about these features anyway, don't worry about doing this
well I imagine it could be helpful
at the very least so I can see instead of guess
I'll back up important stuff
sorry, taking a while because I'm seeing effects working in pathtracing that weren't at all before so I'm experimenting a bit
also this was caused by frame generation being on by default
even in the debugoptimized build
ah, interesting
that could be due to some fixes implemented in the latest builds vs 0.4.0
generally we always use the latest builds, but 0.4.0 broke the downloader for a while. it's fixed now (but again, tons of false positives that we're trying to resolve)
I was using the latest one, at least as of a day or two ago
but I started with a fresh rtx.conf since I'm more familiar with what each texture does now
and I'm being extremely selective with what I mark vs leave alone
and the results so far have been shockingly good?
I didn't set remix to ignore original lights, turns out when you shoot there was always a light attached to the end of the gun (maybe I knew but didn't remember)
so you get what are essentially muzzle flash shadows
yeah, a lot of the time you don't need to mark textures. it'll often lead to more issues
i'm glad it's working better now 😛
I was going off of another person's conf. I guess they may have tagged stuff that wasn't necessary so I just ignored it
it happens though, it probably had a bandaid fix on their end when in practice it was interacting poorly with something else
I'm glad I didn't throw my rtx.conf back in when trying this
Oh you mean directly starting the game from within the toolkit? I was referring to the runtime that comes along with it, can just drag and drop that.
ah, i've never done that. generally i would recommend using the latest builds though
Is there an eta or milestone as when one of the builds becomes a full new release?
I recorded some gameplay of the improved rtx.conf, gonna share in a minute
Would you mind sharing the contents of the RTX conf? I'm always a little iffy on direct downloads, not saying I'd believe you'd make yours a virus, but you get the idea, especially when it's basically a glorified txt file.
yeah I can do that once I finish getting this video out
I'll upload the new file to the pinned instructions and I'll share all the text
Thanks!
might take some time because I'd rather remake it in a fresh conf using a non-debug build
just to be safe that it'll work for everyone
shouldn't be hard just stuff I gotta do first
you mean like 0.4.0? not really
if it's a longer video (this one is 3min) is it preferable to still upload it in discord or should I use youtube unlisted to share it?
doesn't matter really. discord won't re-compress it
I compressed the vid so it should be okay
this server has a 100 MB upload limit btw
that's for all users, nitro has the full amount >:D
anyways not a single soul can watch this video and not think republic commando is viable with remix
this is the best conf setup I've gotten so far. So many effects are still working
it never stops pathtracing from some random shader breaking it or something
it works the whole way through !
I don't wanna jump the gun but if I went through all levels to mark what I needed I believe this game oculd be considered fully playable from start to finish
Yeah. Right now for toolkit users that are unaware. They would remain on 0.4.0 until well a updated one is pushed.
@jaunty relic hey kim, is it possible to change the thumbnail for this thread? I'm sure a lot of people have skipped it just due to how the earliest screenshots look
if so I can take a new one
thanks to @vapid lotus I was able to try out part of an in-progress HUD mod. It's for ultrawide but I had many issues at first
originally the helmet wasn't scaling properly AND it was behind my gun model for some reason
marking it as UI DID work, but came with many visual issues I've been having with the helmet
and in the front bottom corners there was a weird ghosting void
then I realized I'm very much tunnelvisioning on the texture tagging lol
enabling viewmodel in remix + perspective correction DID WORK ‼️
well only so it was actualy ultrawide as intended
but the depth was still busted since it was still behind the gun model
then I found out about the viewmodel scale
parameter that's used to help with clipping on the viewmodel. gave it a shot and VIOLA
unfortunately there's a weird light source attached to the helpet or something but I'll fix that later
I guessed that the "scale" naming was literal, and that they were changing the size of the model and doing some trickery to keep it looking right
and I was spot on, so here's a goofy video of it in action :)
honestly it's really impressive that it works as well as it does given what's happening behind the curtain
though you could argue that for 99% of remix
you'll have to ask @jolly rover to edit the first message in the thread with a link to whatever image you want
well I went up here and
looks like I'm out of luck :(
Yeah I'm trying, but I don't think I can?
because the original message is gone i think it's not possible
Oh damn
damn shame, I wanted to use this as the thumbnail 
ah yeah, it's dead
no hope
sadly not
Discord is very much lacking in their forum features
it'd be nice to have a whole lot of things 😦
for example: i've had to pin messages manually for this entire channel because Discord doesn't have a separate permission for it
Plus, I'm trying to edit the next message down to have a different image but it's not working
So I don't think its entirely possible
@storm marsh you can make a new one if you want, and this one can just be archived
That would be ideal, since I'm not actually working on this game with remix myself
Not anymore anyway
There should be a feature to move thread ownership to somebody else
yeah I think so too
if it's archived is it possible to link to it? as a read only thread
or is it all lost forever
yeah
i'd rename the thread to [OLD] and leave a link to the new one as the final message, then lock it
that would be great, if you wouldn't mind
go on ahead and make the new one, then i'll set this one up 🙂

[OLD] Star Wars Republic Commando


noted, will report back shortly