#ReSTIR Overbright Bug in NFSU2
1 messages · Page 1 of 1 (latest)
From @hollow kestrel: https://cdn.discordapp.com/attachments/1103377328530276403/1126185027953238117/image.png ReSTIR enabled, bug occurring , materials enabled.
Reference: #1103377328530276403 message
ReSTIR disabled and enhanced materials.
A scene without enhanced materials with ReSTIR for reference
And a video of the initial sampling for ReSTIR during the bug #1103377328530276403 message
ReSTIR enabled, and materials disabled
Okay, if this is occurring the moment you use enhanced materials then maybe it is related. I've been having a very similar bug in Anachronox where either a purple or red light will explode somewhere. This light can also be found somewhere beneath the map in USD Composer captures as if it were part of the game.
All you have to do to reproduce the bug in that game is enable direct lighting and make sure intensity is set to > 0 while a USDA of some kind is being read, even if not enabled.
The strange thing is, I don’t believe the bug is occurring with actual light sources in U2. the bright red reuse part on the side of the building only has an emissive part, no direct light.
Although, it kind of looks like there’s a massive light source behind the rtx menu 
Yeah that might be it, its intensity value should be in the 8M range or something ludicrous like that.
Does disabling direct lighting or setting light intensity to 0.0 stop the light explosions?
Emissives are entirely unaffected by this bug in Anachronox so it'd be kind of crazy if the opposite were occurring here.
Not sure, that’d be a question for @hollow kestrel or @uncut current, this bug doesn’t occur for me.
Another side by side of the bug: #1103377328530276403 message
Is the intensity parameter inside Remix or OV?
I have a suspicion that something with how remix automatically creates an emissive source might be causing issues. 
So, the bug happens whenever I have indirect bounces turned on in the pathtracer (which is kind of the point of using raytraced illumination to begin with). If I disable it, the game still looks pretty but I lose second+ bounces.
I tend to go to these crossings in the city because it is where the ReSTIR bug shows the most, but they happens somewhat across the whole map.
RTXDI does use ReSTIR as well afaik.
Does enabling/disabling the separate direct/indirect denoiser change anything?
Here a On/Off comparison
For me, it only occurs in ref mode.
But I was aware that it appears during normal gameplay for people roo
Too
This bug is older than you may think
Probably, but it’s helpful to compile all the info we can in order to get it resolved.
The first time I installed the mod and booted the game, it would be nice for some while and eventually while crossing this main avenue the lights would just go weeeeeee
I get random bright lights coming and going when in reference mode in call of duty. Is that related Adam?
I have a bunch of info compiled when I initially reported it to mark. I'll try to find it. Burried somewhere in #general-remix
Yes
I'll get you a video for your bug report. Might help if it's happening in multiple games
Is it just me or it seems like certain material properties just become emissive when the bug occurs?
Also get the videos I linked to above
I didn't
Huh
#general-remix message
Here
I accidentally typed in nfs thread
Yeah look at this tree, it is grey without ReSTIR, and when I enable the Outlast 2's shine, it gets waaay overbright
Are you, and anyone else, able to record the bug while going through the all ReSTIR debug views?
I didn't do that because I wasn't asked
That’s okay, now is your chance
As I said. I'm hundreds of miles away from my computer
Try stretching
Does disabling/ignoring the tree foliage texture prevent the bug?
Is there a certain material or texture(s) that causes it or show similar symptoms to the gray tree?
You can turn off alpha test and blended effects. Does that make a difference?
As I see so far, it usually folliage and seemingly the car window that gets grey. But I think they might be different unlinked issues
It's hard to say, it usually just happened soon after loading in in Anachronox. For a while it seemed like it was caused by a procedural swirly purple texture that's used in a menu.
Those are both alpha/blended surfaces 
I mean, the material getting gray and the overbright. The overbright issue doesn't seems to be caused by the greyed materials 🤔
I don't remember seeing gray materials
What GPU are you running?
3060
If you look closely at the tree with ReSTIR off, you can see all the fireflies on it.
It is actually quite stable with ReSTIR off
I don't get why for some people it only appears in ref mode, and for others it happens during gameplay
My theory is that weaker cards suffer from overbright during normal gameplay, while stronger ones only get it in ref mode.
Could you do it with the debug view of final output pretonemap with the EV view enabled?
Have you tried turning dlss off?
Hmm :/
I don’t regularly use ref mode. So maybe that’s why I never encountered it
I noticed that it dependes almost linearly on how many lights are considered in this RIS variable
I have an idea. EMAN. Can you go to rtx.conf, and delete all the entries in "light texture"?
ranging from -6 to 4 the almost doesn't shows up
The if I enable ReSTIR
Well, still the same
Would be the rtx.lightConverter variable, right?
The hot spots on the tree foliage seem to be really suspicious imo
In all my experience, it seems like the light always starts from off camera.
Well I deleted every texture array in the rtx.conf just to check and it still persists
There’s some setting that automatically adds emission to textures right?
Is scene scale supposed to change anything when you adjust it in game?
It can if there’s light sources
Best I can think of is legacy material overwrites
I think. It's some sort of feedback loop. Because it only happens with indirect lighting. Could literally just be a bad formula somewhere in the remix code.
If you disable the legacy textures does it stop the bug?
Nope, if you mean "Use albedo/opacity Texture" option
What if you disable enhanced materials as well?
Well, I'm gonna try to sleep. This bus is fucking uncomfortable.
You boys have fun bug hunting

Nope, still bright
Can you capture the frame and see if there’s the massive source that @fresh dagger saw in his testing ?
It shouldn't be hard to find if it's in the scene, just search for light_ and you'll find a point light that decided today it wants to be a supernova.
This is gonna be dumb cause I can’t search the thread but you guys checked the tonemapping right?
Some settings make lights blindingly bright in tonemapping and it changes with distance and such
Yeah I'm looking here, but is hard to track. It depends on the exact capture you make. I made one and found some lights with 800+ intensity, but they are outside the culling tested region, and when I drive until there and capture the frame again, the new capture doesn't comes with it
I don't think tonemapping will help if it's the bug I'm thinking of, since that would be a post-process-- this would be a case of the game reading nonexistent lights that are ridiculously bright.
Yeah unfortunately the ghost lights don't have stable hashes, I tried replacing them with 0.0 intensity lights in Anachronox to no avail.
Yup. Using the debug view we figured out that the problem is happening before tonemapping is even applied
Just making sure cause I thought the same in another game but tonemapping was my issue
I wish ours was that simple too, it is annoying af
So you've also faced random source lights like this?
Does disabling anti light culling do anything?
Yep, it still happens in Anachronox frequently without effect lighting disabled.
(FLASHBANG WARNING) Wow, that didn't help with the brightness, but helped finding out the exact camera angle in which something gets culled out and the overbright goes away. We're getting closer guys
Hm. Hopefully I can get it to occur with ref mode enabled and I can assist with finding it.
It doesn’t occur with enchanted assets enabled correct?
Ah, so it’s still something with the enhanced materials in our case, since toggling that causes it to stop right?
is this what you guys are seeing (ignore the fog turning on, pressed a hotkey by mistake)
Yep
Yup, I think this is it guys. Some light sources are evolving to stars and whenever they get rendered, they blowup the game. ReSTIR is probably just doing its job right, but those light sources are getting in the way
In NFSU2 case, I run around almost the whole city and the problem seems to be the city center's East Tunnel, access to Beacon Hills
Do you guys have light transition turned off? For all points, distant etc.
Also, the problem seems to be introduced specifically by mod_lights.usda
gees... finally got the culprit. Since opening the file in OV wasn't helping, I had to binary search through the 114 lights in the mod_lights.usda. This big boy:
over "mesh_D537E513276AB8EF"
{
custom int preserveOriginalDrawCall = 1
def SphereLight "SphereLight" (
prepend apiSchemas = ["ShapingAPI"]
)
{
float colorTemperature = 6000
bool enableColorTemperature = 0
float exposure = 6.5
float intensity = 8
float radius = 0.05
float shaping:cone:angle = 100
float shaping:cone:softness = 0.25
float shaping:focus = 25
color3f shaping:focusTint = (1, 1.01, 1.01)
asset shaping:ies:file
bool treatAsPoint = 1
bool visibleInPrimaryRay = 0
double3 xformOp:rotateXYZ = (0, 0, 0)
double3 xformOp:scale = (1, 1, 1)
double3 xformOp:translate = (4.300000064074993, 4.700000070035458, 5.4000000804662704)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ", "xformOp:scale"]
}
}
When removed, the ReSTIR blessing goes away, but the East Tunnel gets no lights then
I'm in peace 🙏
I wonder what's wrong here
Me too, but for now I'll just drop it
I have the overbrighting issue too when i Come to Some places in the map (while i have ReSTIR enabled)
I‘ve allready told, that something is wrong with the lights 😂😅
Yeah haha. It is now solved if you grab the latest stuff from the repo
