#Call of Duty 4 Modern Warfare

3988 messages ยท Page 4 of 4 (latest)

upper rampart
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fg works only on 40 series

timid salmon
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mh how did he manage to enable frame gen on a 30 series card?

solemn wigeon
upper rampart
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I've seen this exact same bug when people figured out to force remix to use fg

solemn wigeon
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i had to upload the video on yt because i have to pay nitro if im trying to upload a 500mb video here

upper rampart
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Regardless

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only 40 series

solemn wigeon
upper rampart
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That's amd fg

timid salmon
upper rampart
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Not nvidia fg

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There's a difference

solemn wigeon
upper rampart
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Did it work for portal?

solemn wigeon
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i will try to do the same with portal rtx but idk if it will work

upper rampart
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If you pay attention, it's just the last frame playing double. In the case of call of duty, it's replaying from a couple of frames back instead of the immediate previous.

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So there's no interpolated frames

solemn wigeon
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i need at least 30 frames in-game to play without that buggy missed frames, without the optical flow accelerators on my card its kinda hard

upper rampart
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Yeah but even without the buggy frames, the "generated" frames are literally the previous frame repeated

neon bronze
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@solemn wigeon why don't you try LSFG

woeful pewter
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What's LSFG?

neon bronze
solemn wigeon
# neon bronze <@471785882991591425> why don't you try LSFG

its worse in terms of imput lag and latency, btw with LSFG i currently had to lock my 240hz monitor to 120hz or if my framerates got worse to 60hz, so with that way i can get the correctly "generated frames" without losing performance

real ingot
real ingot
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nvm obs doesn't capture LSFG

neon bronze
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i mean

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40 fps

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looks fine?

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was it like 70-80fps with Frame Gen?

real ingot
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the minimum should be 50 fps native, in order to use LSFG

solemn wigeon
# real ingot just look at the result

even without any FG you can run the game at least with 30-50 fps with a 4000 card on a Singleplayer campaign map, my card goes to the lows 20 and even worse in some cases in multiplayer maps, just imagine if i want to play a singleplayer map, maybe just 20-30 its all i will get with my 3080

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look here, only 32 fps without moving, when i start moving those framerates goes to 25-20 depending the zone of the map

upper rampart
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I think the fix for that was implemented for multiplayer

solemn wigeon
solemn wigeon
timid salmon
wide moth
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Reminds me of Windows XP

upper rampart
timid salmon
upper rampart
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Seen it before

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apparently if you make the color 1,1,1, the fog gets so thick that it becomes solid

timid salmon
timid salmon
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I've pushed release v1.1 which should now be on par with cod5-sp feature wise:
https://github.com/xoxor4d/iw3sp-mod-rtx/releases/tag/v1.1 (also updated the ๐Ÿ“Œ message in this thread)

Changelog:

  • fixed function rendering of effects, brushmodels and skinned static models
  • per map settings via ini file to setup sky and fog
  • aspect ratio is truly auto now if set to auto
  • fix issue where not all resolutions could be chosen
  • force / set proper dvar defaults that cause issues with remix
  • disable culling of animated trees
  • add borderless console command
  • add windowed console command

Known Issues:

  • objects might flicker due to disabled culling on LARGE maps (there is just too much going on and the iw3 engine just cant keep up)
  • ^ this can also affect the spawned skybox (looks like it moves with the camera)
GitHub

This release comes with all required files including:
the remix runtime (commit/action: https://github.com/NVIDIAGameWorks/dxvk-remix/actions/runs/7618759608)
bridge (0.4 release)
all required file...

proper ether
# timid salmon lmao reminds me of videos that use corruptions as translations ๐Ÿ˜‚

reminds me of foveated rendering https://www.youtube.com/watch?v=f8piCZz0p-Y

DLSS 3's framerate doubling feature is all well and good, but that lag is painful. But... what if there was a way to reduce it? Welcome to the wonders of Framerate Independent Mouse Movement.
Download Comrade Stinger's demo here: https://drive.google.com/file/d/1lSONJxTz3ThsKSoYwm7lP3sAuYN5rLyg/view
It took him one evening to make, and another f...

โ–ถ Play video
young moss
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I didn't do the optional steps so that might be why

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it seems to have dissapeared after a restart

woeful pewter
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Holy fuck lmao

young moss
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I've added some lights to a scene, how do I import the changes into the game?

real ingot
solemn wigeon
real ingot
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good

solemn wigeon
real ingot
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Very efficient process I'm seeing

solemn wigeon
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yes but my cpu is power hungry

upper rampart
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Then get yo money up, not Ur funny up

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And pay the bills

solemn wigeon
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btw the performance is way better in this new update

upper rampart
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hm

flint heart
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Just wondering, but with this project, is the aim to just work on multiplayer, or also SP campaign as well?

patent cradle
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it works on SP

flint heart
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Ah, okay. Just trying to figure out the state of the project at the moment!

patent cradle
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afair some features of MP are missing in SP?

flint heart
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I was wondering if there was a specific demo, sort of similar to what Max Payne or Tomb Raider 1 has, or is progress more open ended at the moment?

timid salmon
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Support for sp is currently better then mp (on pair with the state of cod5 sp)

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But the client mods are just meant to make the game work with remix. There is no actual remix mod (materials / meshes) for cod4 yet โ€ฆ

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Iโ€™ve made a demo remix mod for cod5 (zombies) that can be found on modDB. Iโ€™ve uploaded the wrong file tho so will have to fix that when Iโ€™m home later today

foggy bison
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I got a lot of the original games materials ported over to remix with some additional lighting ๐Ÿ‘€

timid salmon
turbid sundial
young moss
jagged oriole
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@timid salmon how looks the day&night cycle and volumetrics clouds with rtx ?

timid salmon
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@jagged oriole they dont work as they are shader based

jagged oriole
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ohok

timid salmon
woeful pewter
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Ngl with the lighting though it looks similar to MW19's Hardhat

livid hare
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Has anyone ever experimented with mw remaster before?

woeful pewter
neon bronze
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i think it won't ever work

livid hare
woeful pewter
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Yeah not happening, MWR is DX11

livid hare
woeful pewter
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To be fair though I think MWR's lighting is definitely pretty enough to not need RTX

neon bronze
woeful pewter
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I know xoxor's planning on working on it along with black ops 1 once WaW and CoD4 are done, though we'll just have to wait and see how that goes, knowing him though I'm sure he'll get it to work

neon bronze
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i say get one game developed with remix to a desired level then move on to the next

lilac ingot
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It'll probably work for longer than most series with CoD just since the games have so much in common rendering wise, but eventually he's gonna hit a wall where the black magic he does to these games won't be feasible anymore. Thankfully it'll be a little bit till then, but each game does take time so patience is key ๐Ÿ™

proper ether
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after mw3/bo1 they upgraded the render engine pipeline quite a bit

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and since bo3 again

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iirc

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i wish nvidia would just release it as a easy RenderAPI to use for non-mods aswell

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since basically what u can do is just revert back the complicated render pipeline to a simpler one (because they had to back then for old gen hardware and + people already use a RTX card and have better HW nowadays, it should still get reasonable fps) and use the API to let the nvidia gfx backend server know of assets e.g PBR materials if the game has them

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but it'll still look "off" or different but thats fine because ur already drastically changing the way the game looks with RTX

lilac ingot
lilac ingot
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That would run a fk ton better, but there are technical reasons that make this significantly harder than an all encompassing solution like pathtracing

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Adding complex visuals to an existing renderer is a huge leap beyond replacing the existing renderer

proper ether
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renderer->set_material(material) renderer->draw_mesh(...); renderer->primitive(QUAD) renderer->debugLine()

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etc

lilac ingot
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I'm sure it's possible but what's the point? That's a ton of work with little to no noticeable benefit

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Like if they made an alternative renderer you might get filtered shadows, maybe a bit higher res textures than the game would otherwise allow

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It would be nice but it makes more sense to focus on something that has a much stronger impact. Adding pathtracing to old games is giving it whole new life. Putting next gen rendering into classics, rather vs making the basic rendering a little better but still basic

proper ether
neon bronze
lilac ingot
lilac ingot
proper ether
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tbh yrs ago when i had idea of porting cod to e.g unreal ppl said it would ruin the feel of the game, i think overdoing the raytracing also does that too

lilac ingot
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That's more about the gameplay feel though. The way Unreal handles and filters inputs compared to the original, the way it handles stuff behind the scenes

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It'll look pretty but it'll literally FEEL different.

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Remix doesn't touch that, only the visuals

proper ether
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but ye overall its a net positive ofc

neon bronze
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i also want to point out here that most of the implementations done with Remix is entirely upto the modders choice

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there are bad implementations but if you know how to do it better then any game can look great with path tracing

lilac ingot
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The point of it being systemic is that the implementation is always the same, unlike rasterization

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To get an unreal style rasterized rendering, you need tons of fancy effects to fake things that will look really bad in different games with different artstyles

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Ambient occlusion, screenspace GI, screenspace reflections, the heavy tone mapping, the native shadow filtering, etc

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Remix doesn't affect the game's visual identity as much as a full port to unreal would

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It essentially says "here's proper light simulation. Now do your thing"

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And people only have to worry about making the assets look good to fit the original style

narrow coyote
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Anyone able to play at 1920x1080? The option isn't in game for me anymore, and editing the config.cfg always launches at 648x480. Like the game doesn't save the 1920x1080 ๐Ÿ˜ฆ

lilac ingot
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I was able to do it with the config when I tried a while back

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couldn't tell you how it might be different from what you did, but it should be possible

narrow coyote
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Hmm, was it line r_mode or something like that?

woeful pewter
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Yeah r_mode is the resolution command, swear xoxor fixed that though, at least he did for WaW, dunno if the changes got added to CoD4 yet though

narrow coyote
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Ahhh I got it! r_customMode "1920x1080" peepoBlushReallyHappyDank

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It has to have seta r_fullscreen "0" tho, it resets to 640x if it's in fullscreen for some reason

timid salmon
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Resolution issues should be fixed on both cod4 and 5. Your current issue might be due to your monitor setup? I recall you having 2 monitors right? Does one of the two maybe not support 1920x1080?

narrow coyote
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The issue was me, I was using the iw3sp.exe instead of the iw3sp_mod.exe ๐Ÿ’€ Had it all installed correctly, just didn't use the right launcher

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I noticed the roughness is set to the default 0.70 in the runtime rtx.conf - this is usually pretty shiny. I usually have it set to 1.0, here's a side by side and where it's located

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Might make remix easier, project scale wise smileyshrug

timid salmon
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Well the person creating a remix mod will probably ship their own conf anyway. I like a little shine on default materials

narrow coyote
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The rtx.conf is soooooo good, I appreciate it being so fleshed out peepoBlushReallyHappyDank Itโ€™s grab and play

timid salmon
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remix can now also render debug polygons (a iw3xo feature) eg. displaying the mantle material (that is marked as worldspace ui so it emits light) ๐Ÿ˜‚

woeful pewter
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Bro is literally rendering traversals

timid salmon
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or player clip

woeful pewter
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This is hilarious for no reason

narrow coyote
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Oof good lord, I thought about doing a capture for the game to remix just one level, there's like 1089 textures WoePhode

narrow coyote
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cowl ef dooti BUH

analog gull
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call of pixels

timid salmon
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Nice LOD

neon bronze
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Why is LOD not 0 (for original high poly models)

timid salmon
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Because he modified the dvar that tweaks the lodscale (distance)

woeful pewter
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I love LODScale 6

narrow coyote
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I forgot where I modified the LOD, but I got the opposite effect of what I was going for OMEGALUL

woeful pewter
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Oh yeah you always want lower numbers when it comes to LOD afaik

timid salmon
narrow coyote
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Thank you! o7

narrow coyote
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After 4 hours of upscaling and ingesting, I've finally captured a scene to remix lmaoo

analog gull
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nice

orchid trench
timid salmon
orchid trench
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good point xd

neon bronze
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Since the assets you used are without license and just general copyright infringement

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๐Ÿ’€

edgy cypress
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is the newest nvidia game ready driver compatible. Cant set a higher res than 1280x960 and evertime i try to load into a map. The game just freezes or black screenes, never see anthing past the initail map png loading screen

timid salmon
ruby citrus
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Actually I'm curious as to whether there will be some official policy inherited from Microsoft. Microsoft is known for allowing fan works but gets real touchy once they involve distributing private assets.

grim linden
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@timid salmon do you know how to fix the bug where you get stuck on the loading screen?

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btw i have the same issue as precast

timid salmon
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I need more info .. sp or mp?
Post your d3d9.log and iw3xo_d3d9.log or iw3sp_mod_d3d9.log

grim linden
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d3d9.log btw

timid salmon
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are you running the game with the batch file?

grim linden
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yes

timid salmon
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ok then try the following: open the game and when you are within the main menu, open the in-game console using ~

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then type exec rtx

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then restart the game and try loading into a map

grim linden
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you mean /vid_restart or completely restart the game?

timid salmon
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restart

grim linden
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works now thanks!

timid salmon
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perfect!

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I'll make sure to force all these dvars with the next update so there is no need for the cfg

red willow
red willow
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https://youtu.be/Jeki_rpkOjw one of the most visually appealing codjumper maps getting a nice upgrade from @hoary flame

Speedrun for mp_crade released by toXijeE in 2021. This Easy run was performed by kaZ who has 1,777 runs submitted on this account with run-time totalling 589 hours. Graphics enhanced by 3xP' Hoop thanks to xoxor4d's RTX work.

3xP' CoDJumper server: 91.121.21.210:1337
Discord: https://discord.gg/36mmpcquP6
Main YouTube: https://www.youtube.com/...

โ–ถ Play video
fluid coral
#

What the heck is that?

foggy bison
fluid coral
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Thought so

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More mario than call of duty

upper rampart
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Speaking of

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Where's tadpole

foggy bison
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Hes backpacking his way to carentan to scan the whole town

fluid coral
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I'm poorly ๐Ÿ˜ž it's nothing serious just a nasty cold knocked me on my ass for two weeks but now I got the flu. Currently feeling very nauseous. Be a few weeks yet til I can get back to remixing.

upper rampart
timid salmon
fluid coral
#

It's got a soviet womble video appeal about it. Pew pew pew

tight moon
red willow
upper rampart
timid salmon
spring ledge
#

Deathrun with the Mario world map, skypillar, bounce ๐Ÿฅฐ

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Used to play it a hell lot

timid salmon
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proper player shadows without having to mark everything as player body (does require engine tweaks tho)

fluid coral
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Oh sick double sided as well, cooling damn good.

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Poop texture, nice

timid salmon
timid salmon
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almost doubled the framerate by replacing alpha tested grass and river reeds against actual meshes (without any alpha) PES_InterestedPoggers

upper rampart
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Told ya

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It even looks better

woeful pewter
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WATER

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Instead of Arabic letters and numbers

timid salmon
wide moth
timid salmon
gaunt atlas
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@timid salmon i updated the moddb entry for this game just now. i mirrored your rtx.conf file, i hope that's okay

timid salmon
# gaunt atlas <@204650202072743936> i updated the moddb entry for this game just now. i mirror...

Thats fine! I'd suggest not writing specifics (like dvars or additional settings) into the readme as stuff likely changes with newer releases.
Could you also add that for mp, you'd need this modification: https://github.com/xoxor4d/iw3xo-dev
and for sp, you need this: https://github.com/xoxor4d/iw3sp-mod-rtx (well you've linked that one already ๐Ÿ™ )

GitHub

iw3xo - a call of duty 4 modification - rtx remix compatibility - GitHub - xoxor4d/iw3xo-dev: iw3xo - a call of duty 4 modification - rtx remix compatibility

GitHub

Singleplayer client modification for Call of Duty 4: Modern Warfare (IW3) - xoxor4d/iw3sp-mod-rtx

gaunt atlas
#

great, thank you ๐Ÿ™‚

timid salmon
upper rampart
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I wonder what the helicopter crash looks like in the pripyat mission

timid salmon
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you get bulldozer instead

upper rampart
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Uhh

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Thx

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I guess

timid salmon
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ported a car from the remastered version ๐Ÿ™ˆ

foggy bison
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Fits right in Pog

upper rampart
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You backported crash remaster right?

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I'm pretty sure that's yours

timid salmon
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well kinda yea. Put my own touch on that

upper rampart
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Yeah I played around alone in it back when you first posted it.

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Looked really nice for what was possible at the time. And what my core2duo laptop could handle.

shrewd jetty
lilac ingot
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Like there were a couple projects that were supposed to be all-in-one multiplayer cod, multiple games' guns maps mechanics etc

timid salmon
#

rip sm2

lilac ingot
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There was a non zero chance remix could've worked with that

shrewd jetty
timid salmon
frank walrus
#

Hi guys, how did you manage to add a working sky to this game? Did you mod in a sphere and slapped on a sky texture and tagged it as sky in remix UI?

fluid coral
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made a bunch of them and gave them all unique textures with text on like "sky001" and texture replace with a hdr dds

frank walrus
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Oh, well I don't know classic modding for my game. So no idea how to get a big ass sphere in there ๐Ÿ˜… Saw some sexy HDRi skydomes in composer provided by nvidia in the environments tab, could get them working in composer but didn't find a way to attach them to a parent mesh and get it ingame ๐Ÿ˜ฎโ€๐Ÿ’จ

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Also, creating a Domelight under a select parent mesh does work, but when I attach a custom sky texture it doesn't show up, perhaps it does need a specific hdr image format, not sure ๐Ÿค”

timid salmon
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Yea currently spawning a little sphere mesh marked as sky at the center of the player thats following the player. Vertices can be scaled or rotated dynamically via code

frank walrus
fluid coral
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you can use any anchor mesh you like. as long as it's stable and can be marked as sky. maybe a stable little prop you dont care about disapearing. capture scene, delete reference, mark texture as sky in game

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attach reference of your sky dome and job done

frank walrus
timid salmon
#

๐Ÿ’ก

woeful pewter
#

Bro's almost adding Blackcell cosmetics to CoD4

shrewd jetty
#

Oh yeah, modernization!

timid salmon
#

pom is such a nice feature PES_Hypers

woeful pewter
#

Ooooooo

upper rampart
#

I also like porn

woeful pewter
green cliff
#

Curious if it break the bounce

timid salmon
shrewd jetty
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Remix is basically just an overlay, game logic with collision stays the same

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That way visuals can be easily switched to original real fast, as its just a layer techinacally

spring ledge
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Maybe a stupid question but, how does this doesn't break stuff when the model is different ?

timid salmon
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remix can only change visuals .. I could very well delete the model from the scene and you wouldn't see the car at all .. but the collision would still be the same original one

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so if the replacement mesh is almost 1:1 - collision will feel right ... so I obv. cant put a tanker there if its playable space

spring ledge
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Yes, that's what i'm talking about, if you delete the model it would be like hitting an invisible wall, right ? So if the model isn't scale properly or has some geometry difference, could fuck a bit the collisions no ?

timid salmon
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collision wouldn't match up with the visuals yes

shrewd jetty
ruby citrus
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But yeah Remix is just a new renderer replacing the old one, as long as the new assets match the old ones in form collision shouldn't feel too off. In most games you'll even find the vanilla assets aren't exactly 1:1 with collision which will be convex and simplified where possible for performance reasons.

timid salmon
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cant take proper comparison shots as remix crashes when using snipping tool ๐Ÿ˜‚

shrewd jetty
#

Its nothing, the difference is noticable, brick got depth, and its truly nice

timid salmon
sand folio
# timid salmon

Look into using ChaiNNer with esrgan-based upscaler models trained specifically for textures. The Nvidia upscaler is really bad, it just looks like the textures got an instagram filter. Open source solutions from years ago were better than this

timid salmon
sand folio
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funnily the results looks similar to what Nvidia outputs

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the current state of the art would be ControlNet tile upscale, but esrgan based models might still work better overall

gaunt atlas
#

ESRGAN is really outdated. DAT, HAT, and RGT are generally the best

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SPAN is also good

sand folio
gaunt atlas
#

they're not. i train these models myself

sand folio
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well I won't mind seeing examples

gaunt atlas
#

ESRGAN is very outdated and the AI community barely uses it anymore. the architectures i mentioned all outperform it in some way

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LSDIRDAT is really good for game textures, if you want to try that one. there are some others as well. the biggest problem is that afaik no one has trained a dedicated game texture upscaler on these architectures, only for realistic photos or anime recovery

the realistic models do work well on game textures

gaunt atlas
#

this should be moved to #offtopic btw

sand folio
gaunt atlas
#

even so, LSDIRDAT outperforms basically all of them. there's a couple others like this too

frank walrus
gaunt atlas
#

it compares well on many textures, (in some it looks better) but Gigapixel still has a huge lead overall

frank walrus
timid salmon
fluid coral
#

thats lovely mate. where did you find those hole textures? would look good in cod2 as well ๐Ÿ™‚

timid salmon
fluid coral
#

Ah fair enough ๐Ÿ˜›

shrewd jetty
fluid coral
#

Oh no, I have to do my hobby and make art! Fuck!

shrewd jetty
fluid coral
#

and you have to go fast cause the lawyers are on your ass for stealing copyrighted material

timid salmon
#

Well that has never happend in "regular" call of duty modding. Should be fine as long as it stays within cod and you are not making a profit

shrewd jetty
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Rooftops 2 used MWR models as i remember, SPi is still alive

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so yeah, as long you keep that in COD and you don't make any money profit from it, you should be safe

sand folio
gaunt atlas
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gigapixel is better in many ways

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which is unfortunate because of how much it costs

sand folio
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Never seen it be better for textures

gaunt atlas
#

not gigapixel, Photo AI

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got mixed up

timid salmon
gaunt atlas
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yeah, imo it does quite good

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definitely competes with many of the free models, and in many cases outperforms them. i tested it pretty extensively a couple months ago

sand folio
timid salmon
lilac ingot
#

Are these shots using AI upscales from photo AI?

timid salmon
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The ones above that are upscales via photo AI

lilac ingot
#

Original textures hold up better than I thought then! I wonder how it might look with manually set PBR values. Like the fence having full metalness, ground having full roughness, that type of thing

timid salmon
lilac ingot
timid salmon
lilac ingot
#

Lol that would be funny though. Sharing screenshots that themselves are AI upscaled KEKW

red willow
shrewd jetty
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just another example of how Remix can drastically change graphics

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it really starts to remind me Unreal goddamn Engine, its THAT impressive

crude robin
# timid salmon

I use et for Max Payne 2 but...is there a way to Batch .dds with topaz photo ai?
not neceseraly to process all of them automatically , i know every single texture requires tender lovin care/reasesing which model is most organic per pic(a...bespoke treatment ๐Ÿ™‚ )
But to queue them up would much faster. all things considered

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I dont like A.I. in general but this one is the only one that looks organic (most of the time at least) and works for 90-95% of the textures i tried. Way better than Nvidias or any other & the processing doesnt even cause a GPU ruckus.

crude robin
#

Pro tip for anyone using Topaz A.I.
Be aware!
Do..not..use..the REMOVE NOISE model/option. It adds a dark line on the edge of the pic(on top and/or on left side for me at least) that you cant easily see cause the background is dark.Youll see it ingame tho ๐Ÿ˜„

timid salmon
#

๐Ÿ“

timid salmon
woeful pewter
timid salmon
woeful pewter
#

Yeah I am lmao

timid salmon
woeful pewter
#

Why's it just chilling there though, random-ass bottle in the middle of the road

shrewd jetty
# timid salmon

If somebody would told me that this is a screenshot of a game from 2007, i would never believe it

timid salmon
woeful pewter
#

That looks like a BO1 campaign cutscene ๐Ÿ˜ญ๐Ÿ˜ญ๐Ÿ˜ญ

upper rampart
#

This is what video game graphics will look like in 2013

timid salmon
sand folio
shrewd jetty
#

Exactly, thanks to Remix

timid salmon
upper rampart
#

Gun ๐Ÿ“

shrewd jetty
#

Berrygun

woeful pewter
shrewd jetty
#

yes

woeful pewter
#

How about Strawgun?

#

Nah, that sounds more like a gun made out of Straw actually

shrewd jetty
#

Exactly

red willow
timid salmon
#

proper acog with zoom (but its kinda noisy so I'll probably change it to thin glass so it does not refract)

woeful pewter
#

Very fucking neat

timid salmon
timid salmon
#

I kinda like that ngl

upper rampart
gaunt atlas
#

definitely can't agree there

#

but it's cool you got it working

young vessel
gaunt atlas
#

what's appealing about it?

young vessel
#

have you ever used a red dot irl?

#

well whatever here's the punchline

#

that's what it looks like when you look through the reddot at an angle

gaunt atlas
#

the moving around/wiggling in motion isn't what i'm talking about to be clear

#

i'm talking about the ghosting after the dot

gaunt atlas
young vessel
#

oh didn't notice that lol

#

didn't look at the vid full screen

#

yea unfortunate

gaunt atlas
#

using DLSSTweaks to switch DLSS presets should help it

#

Preset E eliminated most ghosting for me

#

but yeah, otherwise i like it quite a lot. looks very good

wide moth
timid salmon
fluid coral
#

Looking damn good xoxor4d. Nailed the scope

wide moth
timid salmon
wide moth
timid salmon
wide moth
#

It is upside down because I had to remove the prisms in the original, because iirc they don't work with the way remix handles perfect reflections

timid salmon
#

no replacements, pom, no pom (upscaled via gigapixel, pbr made with instaMat, manual height via photoshop wazowskibruh )

#

and a quick look inside ๐Ÿ˜‚

foggy bison
jagged oriole
#

Bad riddance to good rubbish. That looks good.

#

๐Ÿ˜…

solar echo
shrewd jetty
real ingot
#

Ok

#

it's been a while, what's new with the remix landscape for COD 4

real ingot
#

@timid salmon u should have a dedicated discord server imo

timid salmon
shrewd jetty
#

May i wonder how its icon looks like?

#

of server

timid salmon
#

^ your thought is probably wrong ๐Ÿ˜„ (its really generic)

shrewd jetty
#

...wow

#

Let me cook in an hour

timid salmon
#

๐Ÿ˜‚

shrewd jetty
#

okay, jokes aside, here is real cooking

timid salmon
#

I should have added that itโ€™s not a remix-only server ๐Ÿ˜œ
Looking good tho!

shrewd jetty
upper rampart
#

amazing

fluid coral
#

xoxor4d made his own editor for cod4. the guys a legend

#

it's what the strawberry thing is you keep seeing in his work

upper rampart
#

I know that. Been following him for many years

fluid coral
#

i know you do dude, just filling yosuke in ๐Ÿ˜‰

#
#

dat water tho

upper rampart
#

ye

timid salmon
#

๐Ÿซฃ

#

I'll try and implement physx next. PhysX + pathtracing .. should be fun to play with

patent cradle
upper rampart
patent cradle
#

Rendering is not

upper rampart
timid salmon
sand folio
#

The particle based Flow physx probably don't work with it

#

Seems like the only place where physx coexists with path tracing is Omniverse enterprise products

#

And even then stuff like Flex doesn't seem to work with it, also it's mostly deprecated, there doesn't seem to be any official support for it in years now

#

Only soft body physics

#

Due to how it's rendered I don't think they can work together in principle, you can't ray trace it, so it would look out of place

wide moth
#

PhysX, just like any other physics engine mostly runs on the cpu, you guys are talking about the gpu particles right?

turbid sundial
#

does rtx remix somehow have support for physx

#

or there's a mod that adds physx to cod 4

timid salmon
#

Cod4 is only compatible because of a lot of engine tweaks. These tweaks are incorporated into a client modification that existed way before remix. Implementing physx has nothing to do with remix.
And I was just thinking about physics for rigid objects .. if itโ€™s possible to do fluids (with stable hashes) Iโ€™ll do that too

turbid sundial
#

no way cs2 smoke?

#
#

omg look at the physx page

#

it hasn't been updated since ghosts wow

#

they dont even list physx anymore lol

sand folio
#

aside from the generic rigid body physx that also runs on CPU and some GPU physx used for soft body simulation, it's been pretty much abandonware for many years

burnt grove
#

maybe they're bringing it back or something? who knows

sand folio
#

that happens often in driver updates

#

doesn't really mean anything

#

it's because they're still maintainin aspects of physx

#

really the place where they're really active with it is Omniverse based simulation

upper rampart
#

Physx's rigid body system is still used today

#

Even in aaa titles

peak swallow
#

I want to see crazy overdone fluid dynamic smoke emitting from a gun upon firing it

#

I feel like there was a game that did that back in the PhysX days

#

In the early Ageia/exclusive PhysX effects days

timid salmon
woeful pewter
#

Siiiiiiiiiiiiiiiiick

upper rampart
#

Carl of doody

jagged oriole
# timid salmon

ready for some fruit killing skills (those watermelons gunna pay)

#

Their reign of ujuicy terror shall come to an end

turbid sundial
# timid salmon

Do you know of ways to bring back the original vibe and environment of the game while still using rtx remix?

#

Cause tbh the lighting and environment looks kinda bland compared to the original and even remaster

#

I hope custom post processing effects come in to bring back that old feel the devs intended

timid salmon
turbid sundial
timid salmon
#

That would require either post processing volumes or some kind of settings object that could be attached to some unique mesh

ruby citrus
#

In games running stock Remix this won't be as useful, but my guestimation is that if you're able to make use of said API you'll be able to hack in some control based on what objects are near, what map is loaded, etc. by defining the values and passing the command to Remix.

timid salmon
ruby citrus
#

No, you're right. ๐Ÿ˜”

timid salmon
#

first pic is how it will probably look like when I release the mod. The others use heavy volumetric settings that conflicts with other maps / fog settings :x

gaunt atlas
#

absolutely amazing ๐Ÿ˜›

upper rampart
#

Looks great

shrewd jetty
analog gull
#

looks like the remaster lol

#

i wonder how MW2 will be with remix

shrewd jetty
analog gull
#

xD

upper rampart
#

Lol

proper ether
shrewd jetty
#

Wha?

proper ether
#

making logo: few minutes to hour
making the actual remix/mod: can take months up to years

shrewd jetty
proper ether
# shrewd jetty Wha?

its just a meme in gamedev that all the ideaguys already have all the ideas available and ready to make a game but making said game is way more involved and they never get to it

#

so just jokingly that theres already a logo for something that may never come to fruition ๐Ÿ˜‚

shrewd jetty
#

Okay, but i never said i'm ready to do a remixation, i'm just doing a logos so creators could use it when they will start Remixations (if they will)

#

Most of the time i'm making a logos to projects that are already in a works

lilac ingot
#

Yep, Yosuke is the logo guy. It's always clean stuff

timid salmon
#

we need post processing per scene/map ๐Ÿซฃ

upper rampart
#

We need fog volumes per scene/ map

#

We need colour management

#

We need agx view transform

#

If only someone with coding experience could do that

turbid sundial
upper rampart
#

There's this gritty look to the textures in the OG that's getting smoothed out for some reason

turbid sundial
timid salmon
# turbid sundial like here

Issue here being that the sign is not emissive on each and every map .. so Iโ€˜d have to overlay a flat plane there ig

red willow
#

[Custom map] https://www.youtube.com/watch?v=pdoCb-e92cY credit to @hoary flame with thanks to @timid salmon ๐Ÿ“

Marc's speedrun for mp_descent_v3's Combined route, which was released by 3xP' Viruz in 2016. Beautiful edit and graphics enhancement from 3xP' Hoop, thanks to xoxor4d's RTX work :)

3xP' CoDJumper server: 91.121.21.210:1337
Discord: https://discord.gg/36mmpcquP6
Main YouTube: https://www.youtube.com/@3xPClan
mp_descent_v3 runs: https://mapping....

โ–ถ Play video
upper rampart
#

God damn @timid salmon

#

This goes high up in my list of best looking remix mods

#

How many mwr assets?

woeful pewter
#

All of them :?)

timid salmon
#

Models, almost all. Iโ€™ve only made a little plastic crate myself (first ever 3d model Iโ€™ve made ๐Ÿ˜‚)
Textures are a mix of mwr (spec-gloss) to pbr, cc0 and a few I made with instaMat/substance

#

Iโ€™ve slightly increased polycounts and fixed holes in 5 or so guns + painted them in substance

real ingot
upper rampart
dull merlin
#

what is this numbers

shrewd jetty
#

Dragovich...Kravchenko...Steiner...All MUST Die

#

sorry, coudln't handle myself, yet i could handle myself from THE MOST obvious joke

dull merlin
#

.d

#

black ops reference

woeful pewter
# dull merlin

That's what the actual water texture is when it's in fullbright

stiff thicket
#

@timid salmon just saw this video:
https://www.youtube.com/watch?v=lkHlCm3yglA

The bullet holes for the sniper rifle have single handedly convinced me that POM-on-decals is absolutely worth the perf expense and I shouldn't even consider disabling that as a feature. Amazing work there.

GitHub: https://github.com/xoxor4d/iw3xo-dev
Coffee: https://ko-fi.com/xoxor4d

nvidia rtx-remix: https://github.com/NVIDIAGameWorks/rt...
Join the rtx remix discord for more in-depth details: https://discord.com/invite/rtxremix

*remix mod containing assets shown in this video is not out yet

โ–ถ Play video
timid salmon
stiff thicket
lilac ingot
#

@timid salmon random question, but what's the status of multiplayer being playable? I checked the GitHub but it seems a little vague. I think it'd be real fun to do a community game night sometime where we're all using Remix ๐Ÿ™‚

upper rampart
timid salmon
lilac ingot
lilac ingot
#

By almost complete you mean that specific map from the video mark shared?

upper rampart
timid salmon
#

almost complete for what I intended for that initial release (backlot, showdown, district, bog, cargoship)

upper rampart
#

No shipment

woeful pewter
#

Shipment is cringe

upper rampart
#

U're

woeful pewter
lilac ingot
timid salmon
#

could do way more but I kinda want to get back into coding ๐Ÿ˜‚

lilac ingot
upper rampart
timid salmon
upper rampart
young vessel
timid salmon
young vessel
#

culling is handled by the code you wrote with iw3xo?

timid salmon
#

Culling is still done by the game but behavior was slightly modified. You can override culling of individual zones via the ini file

cedar acorn
#

Is the sp process different from fixing/implementing/remastering the mp maps ?

timid salmon
#

Not really no (but the sp client does not have the latest features like manual culling overrides yet) + textures and replacement meshes also carry over from sp and vise versa

timid salmon
#

Created a new GitHub release for the compatibility mod: https://github.com/xoxor4d/iw3xo-dev/releases/tag/3537

GitHub

This release comes in two variants: default and rtx. If you want to use nvidia's rtx-remix, download the rtx variant.
rtx variant includes:

remix-bridge nightly: https://github.com/NVIDIAGameW...

ModDB

Call of Duty 4 - Modern Warfare :: WIP Remix Mod. Currently focused on middle-east maps.

upper rampart
#

Sweet

narrow coyote
timid salmon
upper rampart
#

A few hundred more assets to go

#

Get to work

narrow coyote
narrow coyote
#

holy smokes POGGERS

timid salmon
#

Never thought about loading sp maps in mp with remix .. but this could be used to create a mod for SP until I ported all the features to the sp client mod ๐Ÿ‘

woeful pewter
#

You can load SP maps in MP...?

timid salmon
woeful pewter
#

That's insane, typically you'd get a server script compile error, was that something you did or is CoD4 just like that?

timid salmon
#

You need to load a mod called spmod thats shipped with the client. It overrides the maps gsc`s. It also comes with custom mapEnts and thus needs some engine tweaks

upper rampart
#

That don't look raytraced to me

#

@timid salmon halp!

timid salmon
upper rampart
#

no

#

this is better

#

what was the key for the in-game remix menu

#

This is strange

upper rampart
#

Very cool

#

Will force xoxor to start a mp server tomorrow

timid salmon
timid salmon
upper rampart
#

But only for a few seconds after spawning

upper rampart
#

Impressive. Your fruit killing skills are remarkable.

timid salmon
#

sp is running pretty good now. Ported most of the stuff from mp.
Nightly is currently building if someone is interested ๐Ÿ‘

gaunt atlas
#

never thought i'd see the game like this

#

very amazing

timid salmon
#

lmao

amber frigate
# timid salmon

I haven't been following this too closely but is this with material replacements or does remix automatically detect normal maps from the renderer?

amber frigate
#

i see

narrow coyote
#

so pretty peepoBlushReallyHappyDank

narrow coyote
#

Is the performance better for anyone else? It feels notably smoother now. Great work xoxor BLANKIES

#

Peaked around a few levels, it looks great!

narrow coyote
#

Anyone know a fix for when fullscreen native resolution opens and a little bit of the desktop shows?

#

I wonder if there's an nvida control panel setting

timid salmon
narrow coyote
#

Yeah, it looks like if I restart my computer and launch it for the first time, it's fullscreen at my native resolution. But if I close and reopen the game, it has that little sliver where the desktop shows

timid salmon
narrow coyote
#

Thanks! I found the issue - my nvidia settings were set to "aspect ratio", switching it to "No scaling" fixed the issue pepespin

narrow coyote
#

@timid salmon Any plans to add /devgui feature to the SP mod? ๐Ÿ‘€

timid salmon
narrow coyote
#

The ease of use changing the skyboxes, and the coolness peepoShy

timid salmon
narrow coyote
#

Yeah the map logic is good, it works the same ๐Ÿ‘

narrow coyote
#

๐Ÿ‘จโ€๐Ÿณ slowly cooking

narrow coyote
#

Very WIP, I think I'll continue working on this level when the POV camera light is fixed, it's really hard to see in the vents sadjuice

timid salmon
red nest
#

That or nightvision

#

If it even works ๐Ÿ˜

timid salmon
wide moth
#

It even comes with noise for free ๐Ÿ˜›

narrow coyote
#

But night vision and a flashlight in game would be siiiiick ๐Ÿ‘€

sly mauve
#

cpu bottleneck? Anyone also have one? Laptop i7 12700h, gpu can pull 130-140w but only pulls ~100w. Game is on nvme

lilac ingot
#

iirc CPU bottlenecks aren't especially rare since by default all culling is disabled I wanna say?

#

I dunno if xoxor implemented that sector "streaming" system which is more selective of what stays without getting culled

timid salmon
#

SP and MP are both using the new culling system. It still draws more then it needs to in some places

#

You could try with a lower resolution to see if fps increase. Might as well be gpu memory related because of all the replacement textures

blissful vale
#

Hello, folks. Taking a moment here to ask whether there's anything more the Remix team can on our end do to assist the Modern Warfare project.
GitHub Issues that may have gone stale or other issues not captured here that are blocking.

narrow coyote
#

@timid salmon ^ POGGIES

timid salmon
# blissful vale Hello, folks. Taking a moment here to ask whether there's anything more the Remi...

Hey Nick, thanks for reaching out! I don't think that there are any show stoppers atm. Compatibility is pretty much perfect at this point.
The only somewhat limiting factor I can think of right now is the "inability" to use the api (I'll ship a bridge build with bridgeApi) until its eventually part of the official bridge build.

The utmost useful thing is the ability to set remix variables like sky brightness, bloom and tonemap settings. An api function to retrieve the current value of a variable would be a really nice addition to that! That would give one the ability to create a system (game sided) to lerp between two values of a variable to create a transition effect. This is not really possible atm as you'd have to hard code the starting value and edit it every time you change the saved var in the rtx.conf (Now that I think about it, I could parse the rtx.conf and store the contents in some structured way, I'll just have to keep track of the variables on my side and update them if I make any changes via the api)

As for per map settings, I'm currently reloading the entire rtx.conf, excluding variables that contain hashes, and then apply the .conf file of the map I'm loading. So I guess an api function to reload the rtx.conf might be a useful addition as well!

Should I file a feature request for that?

blissful vale
#

As for the bridge API stuff, it's still in the pipeline ๐Ÿ™ƒ

#

But I appreciate all the above input. Sets good expectations, and helps us priortize stuff.

timid salmon
blissful vale
#

Yeah ofc setting dirty bits and not reloading everything is the efficient way to do it, all I meant is that it's non-trivial and there's a reason we've dragged our feet on it ๐Ÿ™ƒ But getting good reasons to prioritize and solve some of these things is always welcome!

stone shore
#

where can i download the game?

fluid coral
#

Buy the disc version on eBay

timid salmon
#

steam version should work as well

humble gorge
#

๐Ÿ’š Hello Project Leads! ๐Ÿ’š
Are you leading a Remix Mod Project? I'm eager to hear all about it! Please feel free to send me a direct message so we can discuss your project in more detail.

lilac ingot
#

@timid salmon you haven't happened to see this yet have you ๐Ÿ˜›

timid salmon
lilac ingot
#

Looks like no Nvidia sponsored CoD4 Remix version for now PepeHands

fluid coral
#

Wendy was just about to post out a new 5 series card for you and everything xoxor4ds. Nevermind

narrow coyote
#

It'd be so sick if game studios used RTX-Remix to remaster their games. Like a free udpate/anniversary edition for all those that owned the base game kinda thing. COD 4 RTX would've been so cool peepoSitBusiness

stable bison
#

Hi everyone, I just downloaded the IW3xo RTX Remix mod from ModDB, but I'm new to Nvidia RTX Remix and not sure how to get it running. Can anyone help? Thanks ^^

#

To clarify, I followed the documentation on xoxor4d's GitHub page to get the client mod running. I assume that since it includes support for RTX Remix, I just need to open Nvidia Omniverse and select the folder with the new materials and assets in .usda format somehow? (just my noob guess lol), but I haven't found a way to do it yet.

timid salmon
#

The main โ€œmodโ€ (not the download) on moddb should have install instructions that you can expand

stable bison
#

So what do I need to do to get the new improved models and textures? Do I have to copy the moddb somewhere.

#

Also thank you for the fast reply

#

:)

timid salmon
stable bison
#

oh

#

I see it

#

thanks

#

to load your remix-mod do I have to use any console commands?

#

or just select this in mods

timid salmon
#

You have to put the mod from modDB into the rtx-remix folder and not the games mod folder

#

Itโ€™s not a game mod

stable bison
#

where is the rtx-remix folder ?

timid salmon
#

I think the mod from moddb has that folder included in the zip. You just drop that folder into the cod4 directory

stable bison
#

Some screenshots I took in game, wonderful mod @timid salmon ๐Ÿซถ

solemn wigeon
#

its sttuters and alot...

#

and i have an 3080, why is that?

timid salmon
solemn wigeon
timid salmon
solemn wigeon
#

i installed this one

timid salmon
#

This is only the compatibility mod that makes the game work with remix. The modDB mot is an actual "remix mod"

solemn wigeon
#

btw i cant download the lastests "action" builds

timid salmon
solemn wigeon
#

because im trying to run the sp side

timid salmon
solemn wigeon
#

oh okey then il try

solemn wigeon
#

because in this file i did not find any "readme" text file

timid salmon
#

Its in rtx-remix\mods\cod4rtx.

  1. Install iw3sp-mod-rtx
  2. Extract modDB mod files
  3. Re-extract the rtx-remix folder from iw3sp-mod-rtx
solemn wigeon
#

i assume that i did something wrong bc cant play at all like this, its a stuttery mess

#

dk why sttuters like this ๐Ÿ˜ฆ

#

here's its doing very well but look at the frametime graph

timid salmon
#

I'm getting a stable 60 in there on a 3080

#

could you try with a fresh player config?

solemn wigeon
timid salmon
#

your game looks a little different for some reason ..

solemn wigeon
#

so now runs worse for some reason, dont know why or what exactly its causing this issue

solemn wigeon
timid salmon
solemn wigeon
timid salmon
#

You need a github account for that

solemn wigeon
#

i forgot to sign up, my bad

rigid lantern
#

How good is the perfomance for the rtx 3060 mobile

timid salmon
# solemn wigeon

weird .. not sure what might be causing that. Do you have a second display? Game is not on a hdd right?

solemn wigeon
#

its frustrating...

solemn wigeon
#

neither have a second display, so idk what its causing this weird issue

timid salmon
#

That texture is broken for some reason?`

#

should look like this:

solemn wigeon
#

thats weird, why is that?

timid salmon
#

did you set your texture quality to extra?

solemn wigeon
#

in-game?

#

yeah

#

look

#

those are my setttings

#

i had to uncheck that first option to fix that weird texture

#

i noticed that when i try to look to those trees on the left side of the screen my fps dies instantly and drops to 5-2 fps

#

i mean this

timid salmon
#

Mhh looks like the packed mod might be a little broken. Same texture issue for me

solemn wigeon
#

those trees are killing my 3080 for some reason, and in the second mission its so much worse lol, im getting around 2-4 fps when the mission starts

#

with stutters included, all over the place, the frametimes speaks for themselves

#

this is broken, at least for me... so sad

timid salmon
timid salmon
#

@solemn wigeon I think I found the missing files. Could you try extracting that into rtx-remix/mods/cod4rtx?

solemn wigeon
#

yeah sure

#

still the same,

timid salmon
#

btw. what text is that in the bottom left corner? Are you running any dlls tweaks of sorts?

solemn wigeon
rigid lantern
#

is that normal to see the game freezed more than 10 seconds after the cutscene is finished?

rigid lantern
#

even the vram is exceeding with no texture replacement

solemn wigeon
timid salmon
solemn wigeon
timid salmon
solemn wigeon
#

thanks!

#

that worked well

#

finally, problem resolved

solemn wigeon
rigid lantern
#

do i miss somethnig

solemn wigeon
timid salmon
timid salmon
solemn wigeon
lilac ingot
rigid lantern
#

is there anyway to improve the performance in cod4rtx?

#

My end is getting lagging horrendously even its like 1 fps

#

Most of time its now like 0 fps

solemn wigeon
#

and the same for "r_smp_worker_thread1 and thread0" to 0

fluid coral
#

Just blink a lot and your 1fps can become many

woeful pewter
#

Realest advice I've ever heard

willow ermine
#

Wise words from a wise man

solemn wigeon
#

this is amazing

upper rampart
#

I think he likes it

shrewd jetty
timid salmon
#

@ember charm you need to uninstall cod4x

ember charm
upper rampart
#

You dont

still spindle
#

horrors beyond my comprehension

#

I dont get it

timid salmon
#

Every game has these โ€œerrorsโ€ because that stuff is hardcoded into the remix runtime

still spindle
#

Okay, but it crashes my game, any idea how to fix? I even copied all the files over from portal rtx so they were no longer missing.

#

But then it just says they are corrupted

timid salmon
#

You have to use the cod4 release. Donโ€™t mix and match files because that wont work

still spindle
#

Why is it called remix if I can't even re mix the files

timid salmon
#

You do know that this game is normally not supported by remix right? That means special tweaks have to be done to the game to get it to work with remix. Thus, using files from other games wont work

still spindle
#

My comment was a joke, but I did thought I understood how to run remix using the iw3xo rtx version, which makes it compatible and then installing the mod with enhanced textures and models.

#

But after that didn't work I just threw everything at it so that was my bad

timid salmon
#

So it was working until you added the mod from moddb?

#

Anyhow, please post the log files that remix creates. I think it puts them next to the game exe and should be called something like bridge32.log bridge64.log and dxvk.log?

still spindle
#

Not home rn but will do, I'll also just start from a clean slate see if that fixes it

#

Appreciate you actually trying to help, since this channel was very inactive I just posted as a joke before giving up but you gave me the motivation to retry

timid salmon
#

Well yea I was or still am quite busy with other games atm but I will come back to this one as this is what got me into remix in the first place

still spindle
#

I get this because it wants to use integrated graphics, I then disable it in the bios, force it use my 4080 in nvidia 3d settings, force it to use my 4080 in windows graphics settings, and i STILL get this error

#

how do I know that is the issue? because when i shut it down in device manager it works, but that also bricked my pc a couple minutes later

timid salmon
#

uh that is odd .. make sure your monitor is not plugged into the igpu ๐Ÿ˜„

#

and send the log it mentions

still spindle
#

proof that its not missing

#

so i got both monitors plugged into my gpu, if i disable this there will be no issues?

pallid pebble
#

depends if your laptop actually sends video out through the dGPU

#

i guess find out lol

#

you could also try setting the preferred gpu in nvidia control panel, not sure if vulkan apps listen to that over the windows gpu settings

still spindle
pallid pebble
#

idk that issue usually stems from setups like that

#

if its a desktop, just disable the igpu

still spindle
#

I did, in 3 seperate places

#

disabled it in bios, force 4080 inwindows settings and force 4080 nvidia control panel

pallid pebble
#

i assume you've already updated your drivers?

still spindle
#

yes and i even wiped them with ddu and restalled the newest

pallid pebble
#

weird

#

does every remix game do this or just cod

still spindle
#

idk I only tried cod

#

but imma try rtx portal

timid salmon
#

I think it's a cod issue

still spindle
#

yep it works

timid salmon
#

nothing I can do about that now .. will try to fix that when I come back to this game

still spindle
#

Other people got it working so it must be something I did wrong

still spindle
#

holy moly

pallid pebble
#

did SP ever work with this mod?

#

curious to mess with it

still spindle
#

ye it works

#

wait i tought u meant sp maps

#

actual sp idk

pallid pebble
still spindle
timid salmon
light jasper
#

This might actually be the best looking Project yet

light jasper
still spindle
still spindle
timid salmon
still spindle
#

disablding shadows didnt have any impact for me, it was actually the dead bodies that caused the frame drops

still spindle
turbid sundial
#

10/10

light jasper
#

Are PiP Scopes possible?

timid salmon
#

the what

#

this game has texture overlay scopes and acog which does not zoom

light jasper
#

Pictures in Picture scopes

#

Rendering a second instance inside the scope

timid salmon
#

Oh so you mean dual rendering. Well that would be supported by remix in theory but this game does not have that.
You can model and use actual lenses to create a real working scope with remix

light jasper
#

Thats fire.

#

Yall are so talented, my dream

upper rampart
#

.

lilac ingot
#

.

willow ermine
#

.

pallid pebble
#

.

rigid lantern
#

.:;';:.

visual bluff
#

โ–ฒ
โ–ฒโ–ฒ

shadow pond
#

Which COD right now is most mature? BLOPS or MW or another?

shrewd jetty
gaunt atlas
timid salmon
shadow pond
#

Cool! Is anyone working to remaster assets? Is there an active project or not yet?

timid salmon
lilac ingot
#

I began work on a PBR AK but dropped it

gritty quartz
#

pretty much every asset that was in the OG was redone for that remaster

timid salmon
gritty quartz
timid salmon
#

Most of the weapons were already ported to this game afaik

#

not a fan of the new models personally

gritty quartz
#

the 1911 looked a bit funny though id admit

timid salmon
#

dunno the ak looks so fat in mwr but might just be the fov. They fucked up the left hand tho. I mean look at this:

shrewd jetty
#

I always felt strange from thin AK

timid salmon
#

totally random shot of crash

gritty quartz
timid salmon
#

Like I said might be fov or the lower ads position

gritty quartz
nimble plover
#

this happens all the time, im trying the coup mission with the sp mod it runs 50 70 fps at 4k rtx 5080 but it freezes and crashes. Pls any help ? @timid salmon

nimble plover
#

ok i will let me restart

timid salmon
#

but I think I'm already forcing that value to 0 .. are you using the 0.5.1 release of remix or something newer?

nimble plover
#

i fixed it but is blackout supposed to look like this ?

#

@timid salmon

timid salmon
nimble plover
#

@timid salmon when i try to capture scenes in cod 4 rtx remix it doesnt capture anything just fragments of map and black areas. Do you know how to go around this issue please?

#

also theres crashing a lot of crashing, Should i specifically change any of the settings in the video settings in the game?

timid salmon
nimble plover
#

it crashes on most maps just freezes and not responding

timid salmon
#

Are you using the latest remix version or not?

nimble plover
#

yes 1.1.0

#

@timid salmon

timid salmon
#

Will take a look later today

nimble plover
#

Thanks freezes like that for example @timid salmon Thank u i wanna work on it but cant get past crashes

nimble plover
#

@timid salmon hows it looking any update?

nimble plover
#

beauty ๐Ÿ˜›

fluid coral
#

add some of the fog mate, give it some depth ๐Ÿ™‚

timid salmon
#

Not crashing for me ... Testing this reminded me how broken the SP is on some maps. Game can't draw all of the skinned meshes so they start to flicker.
Will have to tackle that at some point

nimble plover
nimble plover
# timid salmon Can you try with this config (`players_profiles/your_name/`) - make a backup of ...

i'm not getting the crashing after applying r_smp_worker 0 so its just that command and i get now why it fixes the crash

"r_smp_worker turns on a second renderer โ€œfront-endโ€ thread in the IW engine family (CoD4/MW2/BO2). That extra thread builds draw lists & issues parts of the D3D9 work in parallel with the main thread. RTX Remix injects a D3D9 shim (the Bridge + DXVK-Remix stack) that intercepts and replays those calls to a 64-bit path-traced renderer. On CoD4 SP, the extra front-end thread causes concurrent D3D9/Bridge activity, which (a) the gameโ€™s D3D9 device likely didnโ€™t create with multi-thread safety and (b) historically tripped Bridge/DXVK-Remix concurrency/queue bugs. Forcing r_smp_worker 0 serializes the renderer front-end back onto the main thread, restoring deterministic call order and avoiding the crash."

timid salmon
nimble plover
#

i love the game

#

ive been getting views on the coup video i made running the rtx remix on that mission

#

i love the thought to play with path traced rendering in a new light

#

i fixed some of the textures missin or not appearing in some maps now

#

im trying to work on the fog because there's no depth

timid salmon
#

I'd love that too but I don't have much time on my hands and the comp.mod definitely requires some love

nimble plover
#

but cant seem to get it working

timid salmon
#

You'll need to use the latest version of remix and enable volumetric fog + disable legacy fog remapping

nimble plover
#

@timid salmon any tips and ideas working on SP? anything you realized or got to know that you didnt know about before working on this sp?

#

enable volumetric fog + disable legacy fog remapping, you're talking in the settings of the game?

#

or rtx remix

timid salmon
nimble plover
fluid coral
#

looks like this

nimble plover
#

damn

#

do i need to do anything else to makei t working

#

other than the settigns

#

sorry im still working on getting everything in my head etc

fluid coral
#

nope, that should get you started

#

you'll want to capture the actual level fog so you can have different settings per volume like the old game but this'll do

nimble plover
#

the problem is i cant capture in cod4

#

it just makes everything of the world everywhere in rtx remix engine

#

like random things

#

appearing

#

etc

#

thats what ive been dealing with

#

ill show you

#

@fluid coral @timid salmon

fluid coral
#

yea just focus on what you wanna change. its not going to capture the whole level all neatly for you

nimble plover
#

i can just change something like upscale a building and just apply it and it will render normally? @fluid coral

fluid coral
#

if the building is stable yea

nimble plover
#

am i understanding it correctly?

fluid coral
#

start with a texture

nimble plover
#

okay

#

if i go to the other side of the map can it capture better or can i merge two captures or multiple captures to see more?

timid salmon
#

no

nimble plover
#

damn

#

๐Ÿ™‚

timid salmon
#

you just load the other capture

nimble plover
#

:*(

timid salmon
#

trust me its good that you dont see everything

fluid coral
#

you swap catpures when you want something else

timid salmon
#

performance tanks hard in the toolkit

fluid coral
#

it noms vram

nimble plover
#

but how does it know that it should get textures and assets replaced from multiple captures

fluid coral
#

the hesh is always the same

nimble plover
#

i thought u need one cap

#

oh okay

#

sorry i love understanding things

#

adhd type

timid salmon
fluid coral
#

you can capture two levels and if they share the same model or texture it'll get replaced with the same replacement in both levels

nimble plover
fluid coral
#

yea thats it

#

capture what you wanna work on, work on it, capture something else, work on that. both are going to be in game at the same time

nimble plover
#

@fluid coral i cant see any fog tho

#

am i doing some wrong

fluid coral
#

Under enhancements check your scale is 1

nimble plover
#

i dont see any scale setting under enhancements @fluid coral

#

you mean this? scene unit scale? in parameter tuning?

#

@fluid coral

fluid coral
#

Looks correct to me, that's a shame

#

Lower transmission distance to 1. It should get real foggy

nimble plover
#

transmission distance is located where ๐Ÿ˜„ @fluid coral

timid salmon
nimble plover
#

i had it low it was the same tho

#

@timid salmon

timid salmon
#

do that and then use the heavy fog preset

nimble plover
#

ok

timid salmon
nimble plover
#

maybe the map doesnt work

#

its the same

timid salmon
#

@fluid coral shouldnt your scene scale be at 0.393 as well? Because 1 unit in the game = 1 inch .. and 1 inch are 2.54 cm ... so 1 cm / 2.54 cm = 0.393

#

what about these settings

nimble plover
#

maybe the map is just fucked the other one i tried charlie dont surf now

#

@timid salmon

timid salmon
#

well you have athmosphere enabled

nimble plover
#

oh

#

lol

#

shit

#

yes

#

ahahahahah

timid salmon
#

disable that or set it to

nimble plover
#

it works now

#

i have it disabled now

#

@timid salmon youre a legend

#

i would completely miss it

fluid coral