#ReSTIR Overbright Bug in NFSU2

1 messages · Page 1 of 1 (latest)

unkempt locust
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On some setups of Underground 2, having ReSTIR enabled causes the scene to become wildly over-bright for no apparent reason.

I made this thread to hopefully get some more information on what can be causing it.

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ReSTIR disabled and enhanced materials.

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A scene without enhanced materials with ReSTIR for reference

unkempt locust
fresh dagger
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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.

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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.

unkempt locust
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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.

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Although, it kind of looks like there’s a massive light source behind the rtx menu PeepoInvestigate

fresh dagger
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Does disabling direct lighting or setting light intensity to 0.0 stop the light explosions?

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Emissives are entirely unaffected by this bug in Anachronox so it'd be kind of crazy if the opposite were occurring here.

unkempt locust
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Not sure, that’d be a question for @hollow kestrel or @uncut current, this bug doesn’t occur for me.

unkempt locust
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I have a suspicion that something with how remix automatically creates an emissive source might be causing issues. PeepoInvestigate

hollow kestrel
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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.

unkempt locust
unkempt locust
hollow kestrel
uncut current
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But I was aware that it appears during normal gameplay for people roo

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Too

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This bug is older than you may think

unkempt locust
hollow kestrel
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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

simple hedge
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I get random bright lights coming and going when in reference mode in call of duty. Is that related Adam?

uncut current
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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

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Yes

simple hedge
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I'll get you a video for your bug report. Might help if it's happening in multiple games

unkempt locust
uncut current
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Also get the videos I linked to above

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I didn't

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Huh

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#general-remix message

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Here

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I accidentally typed in nfs thread

hollow kestrel
unkempt locust
uncut current
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I didn't do that because I wasn't asked

unkempt locust
uncut current
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As I said. I'm hundreds of miles away from my computer

simple hedge
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Try stretching

uncut current
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I did

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Didn't end well

unkempt locust
unkempt locust
simple hedge
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You can turn off alpha test and blended effects. Does that make a difference?

hollow kestrel
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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

fresh dagger
unkempt locust
hollow kestrel
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I mean, the material getting gray and the overbright. The overbright issue doesn't seems to be caused by the greyed materials 🤔

uncut current
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I don't remember seeing gray materials

hollow kestrel
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3060

unkempt locust
uncut current
# hollow kestrel 3060

I don't get why for some people it only appears in ref mode, and for others it happens during gameplay

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My theory is that weaker cards suffer from overbright during normal gameplay, while stronger ones only get it in ref mode.

unkempt locust
uncut current
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Hmm :/

unkempt locust
uncut current
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Do it

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Now

hollow kestrel
uncut current
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I have an idea. EMAN. Can you go to rtx.conf, and delete all the entries in "light texture"?

hollow kestrel
hollow kestrel
uncut current
hollow kestrel
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Would be the rtx.lightConverter variable, right?

unkempt locust
uncut current
hollow kestrel
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Well I deleted every texture array in the rtx.conf just to check and it still persists

uncut current
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Strange

unkempt locust
hollow kestrel
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Is scene scale supposed to change anything when you adjust it in game?

unkempt locust
hollow kestrel
uncut current
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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.

unkempt locust
hollow kestrel
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Nope, if you mean "Use albedo/opacity Texture" option

unkempt locust
uncut current
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Well, I'm gonna try to sleep. This bus is fucking uncomfortable.

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You boys have fun bug hunting

unkempt locust
hollow kestrel
unkempt locust
fresh dagger
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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.

thick gazelle
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This is gonna be dumb cause I can’t search the thread but you guys checked the tonemapping right?

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Some settings make lights blindingly bright in tonemapping and it changes with distance and such

hollow kestrel
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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

fresh dagger
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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.

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Yeah unfortunately the ghost lights don't have stable hashes, I tried replacing them with 0.0 intensity lights in Anachronox to no avail.

hollow kestrel
thick gazelle
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Just making sure cause I thought the same in another game but tonemapping was my issue

hollow kestrel
hollow kestrel
unkempt locust
fresh dagger
hollow kestrel
unkempt locust
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PeepoInvestigate Hm. Hopefully I can get it to occur with ref mode enabled and I can assist with finding it.

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It doesn’t occur with enchanted assets enabled correct?

hollow kestrel
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Actually it does

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Nevermind, It doesn't. Aaaahhh

unkempt locust
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Ah, so it’s still something with the enhanced materials in our case, since toggling that causes it to stop right?

simple hedge
unkempt locust
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Yep

hollow kestrel
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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

unkempt locust
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Do you guys have light transition turned off? For all points, distant etc.

hollow kestrel
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Also, the problem seems to be introduced specifically by mod_lights.usda

hollow kestrel
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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

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I'm in peace 🙏

hollow kestrel
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Me too, but for now I'll just drop it

wheat bear
wheat bear
hollow kestrel