#Call of Duty 4 Modern Warfare
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mh how did he manage to enable frame gen on a 30 series card?
im the guy who filmed that lmao
I've seen this exact same bug when people figured out to force remix to use fg
i had to upload the video on yt because i have to pay nitro if im trying to upload a 500mb video here
sadly yes but the amd fg mod that works with the cyberpunk 2077 and other games work just fine
That's amd fg
huh ik that was just a general question towards burrito. How did you enable frame gen
lol srry, i uploaded a video few months ago, in which I forced FG to work in Portal. I did the same steps to activate it in cod 4
Did it work for portal?
Why can't nvidia use FG on RTX 3000-2000 cards if they are fully supported to run with this new technology ? Are they hidding something to us??
Tested on a ASUS RTX 3080 10GB OC using old version of DLLSG.dll
i will try to do the same with portal rtx but idk if it will work
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.
So there's no interpolated frames
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
Yeah but even without the buggy frames, the "generated" frames are literally the previous frame repeated
@solemn wigeon why don't you try LSFG
What's LSFG?
Lossless Scaling allows you to scale windowed games to full screen using the state-of-the-art scaling algorithms, as well as use ML based proprietary scaling and frame generation.Frame generation options: LSFGScaling options: LS1 AMD FidelityFX Super Resolution NVIDIA Image Scaling Integer Scaling Nearest Neighbor xBR Anime4K Sharp Bilinear Bicu...
$6.99
1619
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
nah in the new update u can use it unlocked, just make sure u get ok-ish frame times
the minimum should be 50 fps native, in order to use LSFG
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
look here, only 32 fps without moving, when i start moving those framerates goes to 25-20 depending the zone of the map
I think the fix for that was implemented for multiplayer
btw how you can run the game with the dx11 build instead of vulkan?
what i have to download?
lmao reminds me of videos that use corruptions as translations ๐
Reminds me of Windows XP
Were you playing with fog?
yup ๐๐ป
Seen it before
apparently if you make the color 1,1,1, the fog gets so thick that it becomes solid
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 ๐ 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)
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...
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...
(EPILEPSY WARNING) whenever I try to ajust the game's refresh rate this happens
I didn't do the optional steps so that might be why
it seems to have dissapeared after a restart
Holy fuck lmao
I've added some lights to a scene, how do I import the changes into the game?
Can u provide these changes here? I am also thinking about lighting up the game a bit
with this new update the cpu usage goes insane, at 100 all 8 cores %
good
Very efficient process I'm seeing
yes but my cpu is power hungry
i live in Argentina, here's the life is too expensive in every way soo yes i pay my bills and taxes... i was just saying...
btw the performance is way better in this new update
hm
Just wondering, but with this project, is the aim to just work on multiplayer, or also SP campaign as well?
it works on SP
Ah, okay. Just trying to figure out the state of the project at the moment!
afair some features of MP are missing in SP?
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?
Support for sp is currently better then mp (on pair with the state of cod5 sp)
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 โฆ
Iโve made a demo remix mod for cod5 (zombies) that can be found on modDB. Iโve uploaded the wrong file tho so will have to fix that when Iโm home later today
I got a lot of the original games materials ported over to remix with some additional lighting ๐
what did you do?
decreased fog distance waay to much and this was the result
I remember seeing smth like this in portal rtx, but instead I made the emissive properties like over 9 billion or smth
currently the light passes through the meshes so Im trying to figure that out
@timid salmon how looks the day&night cycle and volumetrics clouds with rtx ?
@jagged oriole they dont work as they are shader based
ohok
mw3 custom map in cod4. Could make a nice project to pbr'ify ๐ซฃ
๐๏ธ ๐๏ธ
Ngl with the lighting though it looks similar to MW19's Hardhat
that makes me wish MW3 Remix
Has anyone ever experimented with mw remaster before?
Define "experimented"?
tried to run MWR with remix
i think it won't ever work
yes sir
Yeah not happening, MWR is DX11
thank you... for a moment I was hopeful
To be fair though I think MWR's lighting is definitely pretty enough to not need RTX
what about original mw2
possible if you know how to get camera matrices
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
i say get one game developed with remix to a desired level then move on to the next
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 ๐
the devil is in the details
after mw3/bo1 they upgraded the render engine pipeline quite a bit
and since bo3 again
iirc
i wish nvidia would just release it as a easy RenderAPI to use for non-mods aswell
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
but it'll still look "off" or different but thats fine because ur already drastically changing the way the game looks with RTX
Right, which will be a while from now until he reaches that point. Most games post 2006 are a no-go, getting MW/WaW and potentially a couple more CoD games is a unique situation with Remix
I don't really understand this part, do you mean a hybrid renderer that's part rasterized and part raytraced?
That would run a fk ton better, but there are technical reasons that make this significantly harder than an all encompassing solution like pathtracing
Adding complex visuals to an existing renderer is a huge leap beyond replacing the existing renderer
i mean a general renderer because they already have one iirc in dxvk-remix
renderer->set_material(material) renderer->draw_mesh(...); renderer->primitive(QUAD) renderer->debugLine()
etc
I'm sure it's possible but what's the point? That's a ton of work with little to no noticeable benefit
Like if they made an alternative renderer you might get filtered shadows, maybe a bit higher res textures than the game would otherwise allow
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
it depends on who the person doing the work is, either NVIDIA or in this case a modder like xoxor, you'd still have to patch game by game though ๐ฆ
some people just want updated models without the path tracing, or form of advanced lighting that's also not path tracing
No I mean like the actual capabilities of the new rasterized renderer. Pathtracing opens up literally everything since it's systemic, rasterization has limits
You can't do a non systemic form of advanced lighting. The best lighting in games today is baked, not realtime
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
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
It'll look pretty but it'll literally FEEL different.
Remix doesn't touch that, only the visuals
not entirely true
but ye overall its a net positive ofc
i also want to point out here that most of the implementations done with Remix is entirely upto the modders choice
there are bad implementations but if you know how to do it better then any game can look great with path tracing
The point of it being systemic is that the implementation is always the same, unlike rasterization
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
Ambient occlusion, screenspace GI, screenspace reflections, the heavy tone mapping, the native shadow filtering, etc
Remix doesn't affect the game's visual identity as much as a full port to unreal would
It essentially says "here's proper light simulation. Now do your thing"
And people only have to worry about making the assets look good to fit the original style
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 ๐ฆ
I was able to do it with the config when I tried a while back
couldn't tell you how it might be different from what you did, but it should be possible
Hmm, was it line r_mode or something like that?
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
Ahhh I got it! r_customMode "1920x1080" 
It has to have seta r_fullscreen "0" tho, it resets to 640x if it's in fullscreen for some reason
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?
The issue was me, I was using the iw3sp.exe instead of the iw3sp_mod.exe ๐ Had it all installed correctly, just didn't use the right launcher
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
Might make remix easier, project scale wise 
Well the person creating a remix mod will probably ship their own conf anyway. I like a little shine on default materials
The rtx.conf is soooooo good, I appreciate it being so fleshed out
Itโs grab and play
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) ๐
Bro is literally rendering traversals
or player clip
This is hilarious for no reason
Oof good lord, I thought about doing a capture for the game to remix just one level, there's like 1089 textures 
They get reused a lot
cowl ef dooti 
call of pixels
Nice LOD
Why is LOD not 0 (for original high poly models)
Because he modified the dvar that tweaks the lodscale (distance)
I love LODScale 6
I forgot where I modified the LOD, but I got the opposite effect of what I was going for 
Oh yeah you always want lower numbers when it comes to LOD afaik
devgui console command -> rtx tab -> lod scale skinned
Thank you! 
After 4 hours of upscaling and ingesting, I've finally captured a scene to remix lmaoo
nice
Amazing๐ฅน
will it at some point be possible to import MWR assets?
what makes you think that it isn't possible right now? (it is)
good point xd
If you want to then yes but there will be copyright issues
Since the assets you used are without license and just general copyright infringement
๐
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
Indeed. Activision doesn't really do anything about that as long as its used in other call of duty games + you not gaining a dime. If they would, they would have to completely shutdown the workshop for black ops 3 ๐
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.
@timid salmon do you know how to fix the bug where you get stuck on the loading screen?
btw i have the same issue as precast
I need more info .. sp or mp?
Post your d3d9.log and iw3xo_d3d9.log or iw3sp_mod_d3d9.log
are you running the game with the batch file?
yes
ok then try the following: open the game and when you are within the main menu, open the in-game console using ~
then type exec rtx
then restart the game and try loading into a map
you mean /vid_restart or completely restart the game?
restart
works now thanks!
perfect!
I'll make sure to force all these dvars with the next update so there is no need for the cfg
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https://youtu.be/Jeki_rpkOjw one of the most visually appealing codjumper maps getting a nice upgrade from @hoary flame
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What the heck is that?
Just a small tweak of carentan
Hes backpacking his way to carentan to scan the whole town
I'm poorly ๐ 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.
bump - no more guessing image names
It's got a soviet womble video appeal about it. Pew pew pew
3xp codjumper jesus haven't seen that in a long time. I used to be heavy into Cod4 glitching scene. The bounces really made it an entire game on its own. I remember before I got PC being one of the first people to do pipeline bounce no rpg with a sniper on xbox good times...
CJ is still going strong all these years later and old timers are always welcome back :) More RTX vids on the way to garner more interest haha
Now thurn those normal and specular maps into realtime replacements
needs x86 api ๐ซฃ
Deathrun with the Mario world map, skypillar, bounce ๐ฅฐ
Used to play it a hell lot
proper player shadows without having to mark everything as player body (does require engine tweaks tho)
haha yea I'll change that to to some generic dark grayish texture (might look a bit odd on highly reflective materials otherwise)
almost doubled the framerate by replacing alpha tested grass and river reeds against actual meshes (without any alpha) 

Nice, but isn't that a problem for reflections?
It is indeed but I donโt think there will be many mirror surfaces that youโll really notice that so itโs worth the tradeoff
@timid salmon i updated the moddb entry for this game just now. i mirrored your rtx.conf file, i hope that's okay
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 ๐ )
great, thank you ๐
just noticed Tested by xorxor4d on 12/2/2023 
I wonder what the helicopter crash looks like in the pripyat mission
you get bulldozer instead
ported a car from the remastered version ๐
Fits right in 
Now rebuild crash mwr again, but this time in remix
You backported crash remaster right?
I'm pretty sure that's yours
well kinda yea. Put my own touch on that
Yeah I played around alone in it back when you first posted it.
Looked really nice for what was possible at the time. And what my core2duo laptop could handle.
Nice, now get ready for cease & desease ๐คฃ
Only time acti has done that are full free cod remakes
Like there were a couple projects that were supposed to be all-in-one multiplayer cod, multiple games' guns maps mechanics etc
rip sm2
There was a non zero chance remix could've worked with that
I was just joking
wagon done 
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?
thats what i did in cod2
made a bunch of them and gave them all unique textures with text on like "sky001" and texture replace with a hdr dds
Oh, well I don't know classic modding for my game. So no idea how to get a big ass sphere in there ๐ 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 ๐ฎโ๐จ
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 ๐ค
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
Unfortunately that's not an option since the player character has unstable hashes in my game ๐ซค
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
attach reference of your sky dome and job done
Problem with this is Max Payne's agressive culling, if the parent gets culled, so does the sky connected to it.
๐ก
Bro's almost adding Blackcell cosmetics to CoD4
Oh yeah, modernization!
pom is such a nice feature 
Ooooooo
I also like porn
Does this just change the visual mesh or also the hitbox?
Curious if it break the bounce
remix cant change the collision of something
Remix is basically just an overlay, game logic with collision stays the same
That way visuals can be easily switched to original real fast, as its just a layer techinacally
Maybe a stupid question but, how does this doesn't break stuff when the model is different ?
what exactly are you talking about?
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
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
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 ?
collision wouldn't match up with the visuals yes
Yes, from game's side everything stays the same with same collision, as i said before, Remix is just a visual overlay
Wait this isn't the Halo Anniversary thread, what's going on? ๐
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.
Its nothing, the difference is noticable, brick got depth, and its truly nice
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
I have not used the nvidia ai tools at all. This was done using a mix of stable diffusion and upscaling but yea its a little off
funnily the results looks similar to what Nvidia outputs
the current state of the art would be ControlNet tile upscale, but esrgan based models might still work better overall
ESRGAN is really outdated. DAT, HAT, and RGT are generally the best
SPAN is also good
lol no it's not for game textures, all the best texture trained models are still made with ESRGAN, and most of them were made years ago
they're not. i train these models myself
well I won't mind seeing examples
ESRGAN is very outdated and the AI community barely uses it anymore. the architectures i mentioned all outperform it in some way
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
which model do you prefer?
this should be moved to #offtopic btw
Well maybe that's why, even if there are technically better architectures, there's basically nothing made on it. https://openmodeldb.info/?t=game-textures&sort=date-desc
Nearly all of those ESRGAN based ones still do better than anything else I've seen
even so, LSDIRDAT outperforms basically all of them. there's a couple others like this too
How is LSDIRDAT compared to for example Topaz upscalers, when it comes to game textures?
it compares well on many textures, (in some it looks better) but Gigapixel still has a huge lead overall
Rodger that, thanks Kim! ๐ฅฐ
thats lovely mate. where did you find those hole textures? would look good in cod2 as well ๐
Indeed! They are from the remastered version of cod4 so nothing you would use ig ๐ซฃ
Ah fair enough ๐
Whoops, you've got into a trap of your own decision ๐คฃ
Oh no, I have to do my hobby and make art! Fuck!
Yes, making things fully yourself makes you do sacrifices of ability to do something faster by using someone material
and you have to go fast cause the lawyers are on your ass for stealing copyrighted material
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
Rooftops 2 used MWR models as i remember, SPi is still alive
so yeah, as long you keep that in COD and you don't make any money profit from it, you should be safe
I'm confused you're saying that Gigapixel is now better?
Never seen it be better for textures
yeah, imo it does quite good
definitely competes with many of the free models, and in many cases outperforms them. i tested it pretty extensively a couple months ago
is it also from Topaz?
Are these shots using AI upscales from photo AI?
If you are talking about the shots above, no. Raw shots directly from the game with dlss balanced
The ones above that are upscales via photo AI
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
There is not a single stock texture in these screenshots 

Misleading statement 
I thought you were talking about the screenshots themselves ๐
I would never 
Lol that would be funny though. Sharing screenshots that themselves are AI upscaled 
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just another example of how Remix can drastically change graphics
it really starts to remind me Unreal goddamn Engine, its THAT impressive
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 ๐ )
But to queue them up would much faster. all things considered
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.
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 ๐
๐
Bro's playing prophunt and thought we wouldn't notice
Am I missing something or are you talking about the waterbottle ๐
Yeah I am lmao
no enhancements ๐
Why's it just chilling there though, random-ass bottle in the middle of the road
If somebody would told me that this is a screenshot of a game from 2007, i would never believe it
highlighting unreplaced materials 
That looks like a BO1 campaign cutscene ๐ญ๐ญ๐ญ
This is what video game graphics will look like in 2013
Stops being a "2007 game" once you give it path tracing, PBR and new textures/materials and even models
Exactly, thanks to Remix
Gun ๐
Berrygun
Gunberry...? ๐ค
yes
Exactly
https://youtu.be/oIfq8Vp8J3w remixing by @hoary flame (was a very basic codjumper custom map!)
proper acog with zoom (but its kinda noisy so I'll probably change it to thin glass so it does not refract)
Very fucking neat
red dot working ๐๐ป
I kinda like that ngl
I like it
what's appealing about it?
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
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
this here
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
Wow how the model looks like ๐
Haha thanks! My first modeling attempts in blender - remade the outer shell - then painted the whole thing in instamat ๐๐ป
Looking damn good xoxor4d. Nailed the scope
I meant the lenses :), mine weren't so useful unless you stick the thing onto your head (very short eye relief).
that`s it .. a single low poly lense ๐
Huh
My best attempt: https://youtu.be/U8uXNrzYISY, I modeled it from the SVG export from https://phydemo.app/ray-optics/gallery/NL-simulation

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
no replacements, pom, no pom (upscaled via gigapixel, pbr made with instaMat, manual height via photoshop
)
and a quick look inside ๐
Looks ||trashy
||
Amazing what you can do without needing to replace the model and just texture/pbr work. Real nice stuff!
Remix be like:
just kidding
@timid salmon u should have a dedicated discord server imo
I do. Its linked on the github repository's
๐
I done cooking, here, take it
okay, jokes aside, here is real cooking
I should have added that itโs not a remix-only server ๐
Looking good tho!
amazing
xoxor4d made his own editor for cod4. the guys a legend
it's what the strawberry thing is you keep seeing in his work
I know that. Been following him for many years
ye
๐ซฃ
I'll try and implement physx next. PhysX + pathtracing .. should be fun to play with
Physx fluid simulation ๐
Isn't that in gmod anyways
Well the physics is handled by flex
Rendering is not

They don't work together
uhm why wouldnt they? They dont have anything to do with each other
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
How will physx work tho?
PhysX, just like any other physics engine mostly runs on the cpu, you guys are talking about the gpu particles right?
yes ik put how will they add it to cod 4?
does rtx remix somehow have support for physx
or there's a mod that adds physx to cod 4
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 itโs possible to do fluids (with stable hashes) Iโll do that too
Call of Duty: Ghosts provides a more immersive gaming experience through the use of NVIDIA GameWorks technologies: interactive smoke (NVIDIA Turbulence), dynamic fur simulation on Riley and the wolves (NVIDIA HairWorks) as well as TXAA.
no way cs2 smoke?
Without accurate physics simulations, even the most beautiful game feels static and lifeless. PhysX taps into the GPU for complex physics calculations. Used by popular games such as Alice: Madness Returns, PhysX brings games to life with dynamic destruction, particle based fluids, and life-like animation.
omg look at the physx page
it hasn't been updated since ghosts wow
they dont even list physx anymore lol
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
I just updated my nvidia driver to the latest version and noticed that physx was updated, previous driver versions didn't change anything for physx as far as I'm aware
maybe they're bringing it back or something? who knows
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
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
Siiiiiiiiiiiiiiiiick
Carl of doody
ready for some fruit killing skills (those watermelons gunna pay)
Their reign of ujuicy terror shall come to an end
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
I was just playing with the lighting in some of the screenshots. I think the lighting tone in the van shot is pretty close to the original. There is no post processing rn (well there is tonemapping but thatโs global)
i hope tone mapping gets changed to be for specific maps or moments y'know?
That would require either post processing volumes or some kind of settings object that could be attached to some unique mesh
There are some Remix API options now-- it's possible in theory to change post processing global settings on your helper's end.
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.
Iโd love to but the api is 64bit only tho โฆ or are you talking about something else?
No, you're right. ๐
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
amazing
absolutely amazing ๐
Looks great
Quite sad that Heavy volumetric won't be used because of conflicts
When somebody start remixing MW2, they already will have a logo for it
xD
Lol
are logo makers the ideasguys now
Wha?
making logo: few minutes to hour
making the actual remix/mod: can take months up to years
Yes, its fact, but what that does have to do with your last words?
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 ๐
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
Yep, Yosuke is the logo guy. It's always clean stuff
we need post processing per scene/map ๐ซฃ
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
omg if u get the fog and emmsives just right it'll start to look exactly like the og game but with real time lighting this is awesome omg
like here
There's this gritty look to the textures in the OG that's getting smoothed out for some reason
ya, shame modern games don't have that gritty look anymore, miss it a lot
Issue here being that the sign is not emissive on each and every map .. so Iโd have to overlay a flat plane there ig
[Custom map] https://www.youtube.com/watch?v=pdoCb-e92cY credit to @hoary flame with thanks to @timid salmon ๐
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....
God damn @timid salmon
This goes high up in my list of best looking remix mods
How many mwr assets?
All of them :?)
Models, almost all. Iโve only made a little plastic crate myself (first ever 3d model Iโve made ๐)
Textures are a mix of mwr (spec-gloss) to pbr, cc0 and a few I made with instaMat/substance
Iโve slightly increased polycounts and fixed holes in 5 or so guns + painted them in substance
can use comfy ui to make things look more correct to the OG version
Dragovich...Kravchenko...Steiner...All MUST Die
sorry, coudln't handle myself, yet i could handle myself from THE MOST obvious joke
That's what the actual water texture is when it's in fullbright
@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
Yeah I was blown away the first time I shot a wall. It is really satisfying. Thanks mark!
From how you phrased your sentence, it sounds like pom is more expensive on alpha blended surfaces? Why is that the case?
It's not like it's particularly more expensive, but there can be multiple decals stacked in a single place, and we resolve POM separately for each of them.
@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 ๐
Only remix players can play multiplayer together
well I'd just have to create a proper release with everything included and upload the mod (which is almost complete)
I somewhat figured that, but I mean if the functionality is there. If I host a game everything will work like normal CoD 4?

By almost complete you mean that specific map from the video mark shared?
Yes. I got into a game with xoxor back when cod4 was in testing phase
almost complete for what I intended for that initial release (backlot, showdown, district, bog, cargoship)
Shipment is cringe
U're
Holy based, fuck that map 
could do way more but I kinda want to get back into coding ๐
You're already doing a whole bunch at once, don't overwork yourself brother 
make mw2 work with sp support
there is some ... cooking where I'll most likely assist when the time comes
how much attention does it take to fix each of the maps
The only thing that needs fixing is culling (can be tweaked per map with a .ini) and that takes around 15 minutes. Then itโs up to whatever standard you set for yourself (pbr / meshes etc)
culling is handled by the code you wrote with iw3xo?
Culling is still done by the game but behavior was slightly modified. You can override culling of individual zones via the ini file
Is the sp process different from fixing/implementing/remastering the mp maps ?
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
Gives me major fear vibes
Created a new GitHub release for the compatibility mod: https://github.com/xoxor4d/iw3xo-dev/releases/tag/3537
- Uploaded the remix mod to ModDB: https://www.moddb.com/mods/cod4-mp-rtx-remix-iw3xo
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...
Sweet
I could do this all day, great work xoxor 
Oh you loaded an sp map in mp right? ๐
Oh, I loaded it wrong? 
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 ๐
You can load SP maps in MP...?
Yea! But levels are static as scripts and AI are missing
That's insane, typically you'd get a server script compile error, was that something you did or is CoD4 just like that?
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
uh did you install iw3xo and started it with the batch file? You should see some wavy-green menu paird with the old nvidia intro sound ๐
no
this is better
what was the key for the in-game remix menu
This is strange
Use console command devgui or bind devgui F5
Huh
Particles visible through everything
But only for a few seconds after spawning
Impressive. Your fruit killing skills are remarkable.
sp is running pretty good now. Ported most of the stuff from mp.
Nightly is currently building if someone is interested ๐
https://cdn.discordapp.com/attachments/369840630819454977/1251969863463997472/cat_dance.webm?ex=6670834b&is=666f31cb&hm=11a9b0a3ba28c2e2d74062c829f805b1dc36382c54ec3cfdac80470ca7d7bc0c&
Average reaction to xoxor post
(He's fucking baller as usual)
lmao
I haven't been following this too closely but is this with material replacements or does remix automatically detect normal maps from the renderer?
Material replacement
i see
so pretty 
Is the performance better for anyone else? It feels notably smoother now. Great work xoxor 
Peaked around a few levels, it looks great!
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
does it go back into windowed mode on its own?
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
Weird! Well you could either add +set r_fullscreen 1 to the commandline or use r_noborder 1 to make it borderless fullscreen
Thanks! I found the issue - my nvidia settings were set to "aspect ratio", switching it to "No scaling" fixed the issue 
@timid salmon Any plans to add /devgui feature to the SP mod? ๐
Uh no not really ๐
What would you use it for in sp?
The ease of use changing the skyboxes, and the coolness 
Mhh i thought that the map settings logic is enough since you can reload it with a command
Yeah the map logic is good, it works the same ๐
๐จโ๐ณ slowly cooking
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 
A flashlight for the entire level would be enough right? Or do you need to turn it off for certain sections?
oooh true! Could tweak a lot of remix settings to get that effect and then use the api to set the variables
It even comes with noise for free ๐
Oh I meant like in the remix toolkit - thereโs supposed to be a flashlight that lights up scenes as we fly around and edit, but itโs broken (a tickets in to fix) 
But night vision and a flashlight in game would be siiiiick ๐
cpu bottleneck? Anyone also have one? Laptop i7 12700h, gpu can pull 130-140w but only pulls ~100w. Game is on nvme
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
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
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.
@timid salmon ^ 
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?
Hot reload of conf files has been a debated topic on our end. Some conf settings lend themselves better to hot reload than others, and even then making sure that such a process is thread safe adds other considerations. It's not impossible, but hasn't been prioritized. Writing this up as a feature request would certainly go a long way to make the case.
As for the bridge API stuff, it's still in the pipeline ๐
But I appreciate all the above input. Sets good expectations, and helps us priortize stuff.
I'll carefully craft a feature request then ๐
Reloading the entire conf is a little overkill if the aim is to reset one or two values only yea .. so I guess adding a ResetConfigVariable + GetConfigVariable method would suffice. The SetConfigVariable should already be thread safe, I guess and hope? ๐
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 ๐ But getting good reasons to prioritize and solve some of these things is always welcome!
where can i download the game?
Buy the disc version on eBay
steam version should work as well
๐ Hello Project Leads! ๐
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.
@timid salmon you haven't happened to see this yet have you ๐
I do but Iโm not really leading any project .. I guess? ๐
Looks like no Nvidia sponsored CoD4 Remix version for now 
Wendy was just about to post out a new 5 series card for you and everything xoxor4ds. Nevermind
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 
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.
You donโt need to run or install the toolkit to use the mod itself. You are supposed to place the downloaded mod into the rtx-remix folder that is within your cod4 install dir
The main โmodโ (not the download) on moddb should have install instructions that you can expand
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
:)
oh
I see it
thanks
to load your remix-mod do I have to use any console commands?
or just select this in mods
You have to put the mod from modDB into the rtx-remix folder and not the games mod folder
Itโs not a game mod
where is the rtx-remix folder ?
I think the mod from moddb has that folder included in the zip. You just drop that folder into the cod4 directory
Some screenshots I took in game, wonderful mod @timid salmon ๐ซถ
well i cant make it run like him
its sttuters and alot...
and i have an 3080, why is that?
Did you install the modDB mod?
which one?
check pins
i installed this one
This is only the compatibility mod that makes the game work with remix. The modDB mot is an actual "remix mod"
btw i cant download the lastests "action" builds
The latest release contains the latest commit so no need for that
you mean this one, right?
because im trying to run the sp side
Correct. It's compatible for both sp and mp. Make sure to edit the included mod.usda as instructed in the readme of iw3sp-mod-rtx
oh okey then il try
if i want to run the sp client what exactly do i need to change/edit?
because in this file i did not find any "readme" text file
Its in rtx-remix\mods\cod4rtx.
- Install iw3sp-mod-rtx
- Extract modDB mod files
- Re-extract the rtx-remix folder from iw3sp-mod-rtx
omg
i assume that i did something wrong bc cant play at all like this, its a stuttery mess
dk why sttuters like this ๐ฆ
here's its doing very well but look at the frametime graph
I'm getting a stable 60 in there on a 3080
could you try with a fresh player config?
will try give me a sec
your game looks a little different for some reason ..
maybe try replacing the rtx.conf in the root folder with this
so now runs worse for some reason, dont know why or what exactly its causing this issue
you need to disable nvidia reflex inside the remix menu, that is causing the bottleneck
Is it a dedicated 3080 or laptop?
Trying the latest action builds of the bridge and runtime might help out here?
yeah i tried but i cant download the lastest action builds and idk why...
You need a github account for that
i forgot to sign up, my bad
How good is the perfomance for the rtx 3060 mobile
weird .. not sure what might be causing that. Do you have a second display? Game is not on a hdd right?
i re-installed the whole game trough steam and follow this steps but had no luck sadly...
its frustrating...
its installed on a nvme
neither have a second display, so idk what its causing this weird issue
thats weird, why is that?
did you set your texture quality to extra?
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
Mhh looks like the packed mod might be a little broken. Same texture issue for me
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
getting 38fps at that spot. I've repackaged the mod. Uploading rn
oh okey
@solemn wigeon I think I found the missing files. Could you try extracting that into rtx-remix/mods/cod4rtx?
weird, try replacing this one
btw. what text is that in the bottom left corner? Are you running any dlls tweaks of sorts?
its just a dlss hud indicator, provides info about the render scales resolution dpeding on the dlss quality setting and im not using any tweaks for that
is that normal to see the game freezed more than 10 seconds after the cutscene is finished?
oh the perfomance is slow to me
even the vram is exceeding with no texture replacement
well i tried that as well and did not work :(, idk what happen
that did not fix the broken texture?
nope ๐ฆ
I've maybe found the issue you are having. Can you check if console command r_smp_worker is set to 0?
do i miss somethnig
@timid salmon i noticed than you been running the game with the "vulkan" api, how can i change that? because mine its running with DX11
remix is always running vulkan so its probably just some visual "error".
Just noticed that your red dot is messed up lmao
Install the modDB mod ---- then re-extract the rtx-remix folder that comes with the compatibility mod.
Last would be to override this file: #1135531755764453477 message
i would try to update RTSS maybe will fix the issue
someone else reported the same, it's an incorrect reading
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
you need to enter th follow command in console "r_smp_worker 0"
and the same for "r_smp_worker_thread1 and thread0" to 0
Just blink a lot and your 1fps can become many
Realest advice I've ever heard
Power of 1
Power of 2
Power of MANY
Wise words from a wise man
this is amazing
I think he likes it
Why it looks like OG vs Remastered comparison ๐
@ember charm you need to uninstall cod4x
How can I play multiplayer without it, there are no official servers anymore
Every game has these โerrorsโ because that stuff is hardcoded into the remix runtime
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
You have to use the cod4 release. Donโt mix and match files because that wont work
Why is it called remix if I can't even re mix the files
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
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
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?
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
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
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
uh that is odd .. make sure your monitor is not plugged into the igpu ๐
and send the log it mentions
proof that its not missing
so i got both monitors plugged into my gpu, if i disable this there will be no issues?
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
why did you think i have a laptop
idk that issue usually stems from setups like that
if its a desktop, just disable the igpu
I did, in 3 seperate places
disabled it in bios, force 4080 inwindows settings and force 4080 nvidia control panel
i assume you've already updated your drivers?
yes and i even wiped them with ddu and restalled the newest
I think it's a cod issue
yep it works
nothing I can do about that now .. will try to fix that when I come back to this game
Other people got it working so it must be something I did wrong
holy moly
yea
Iโve also made a comp mod for sp yeah
This might actually be the best looking Project yet
Damn cs2
Do you perhaps know any good mod for spawning bots, PEZbots is my usual one but it causes a lot of lag combined with rtx-remix
If It didn't have the attachment on the ak it couldve passed as a cs2 screenshot, crazy
Uhm that shouldnโt cause any issues .. it might be related to the player shadow โhacksโ I have implemented .. I think k there is a dvar to turn them off and should be mentioned on the repo read me somewhere
disablding shadows didnt have any impact for me, it was actually the dead bodies that caused the frame drops
Are PiP Scopes possible?
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
.
.
.
.
.:;';:.
โฒ
โฒโฒ
Which COD right now is most mature? BLOPS or MW or another?
you mean what game got the most of progress?
@timid salmon
CoD4 MW - its stable - has player shadows - has enhanced assets (moddb)
Cool! Is anyone working to remaster assets? Is there an active project or not yet?
I don't think so no ๐
There is only this afaik: https://www.moddb.com/mods/cod4-mp-rtx-remix-iw3xo
I began work on a PBR AK but dropped it
Wonder If you could port the MWR models/textures into remix and get those normals setup
pretty much every asset that was in the OG was redone for that remaster
a lot of models and materials in the above mentioned mod come from mwr
I thought so. But unfortunately it is just the middle-east assets. How difficult would it be to port over the weapons? Since they are already in a format for the CoD engine (well the H1 engine but close enough lol)
You'd have to replace the gun models with a real cod4 game mod and then replace their textures with a remix mod
Most of the weapons were already ported to this game afaik
not a fan of the new models personally
Dang. I LOVE the mwr M4, m14, g36c, mp5 and AK
the 1911 looked a bit funny though id admit
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:
I always felt strange from thin AK
totally random shot of crash
they do be lookin the same width bro.
Like I said might be fov or the lower ads position
Is there a name for the weapon postion on the screen? I usually just end up calling it the "anchor"
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
try setting r_smp_worker to 0
ok i will let me restart
but I think I'm already forcing that value to 0 .. are you using the 0.5.1 release of remix or something newer?
I have not remixed any of the campaign so yea thats up to the community
@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?
Trust me, be grateful that it does not capture the entire map because performance within the toolkit would be really bad
it crashes on most maps just freezes and not responding
Are you using the latest remix version or not?
Will take a look later today
Thanks freezes like that for example @timid salmon Thank u i wanna work on it but cant get past crashes
@timid salmon hows it looking any update?
add some of the fog mate, give it some depth ๐
Can you try with this config (players_profiles/your_name/) - make a backup of yours tho
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
yo bro you think you could just point me please in the right direction i can't seem to wrap my head around how to properly do it without messing with other textures etc.
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 โfront-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 gameโs D3D9 device likely didnโt 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."
uh I had suggested that to you before ๐
ill be happy to work with you on this im 100% wanting to help u in any way
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
I'd love that too but I don't have much time on my hands and the comp.mod definitely requires some love
but cant seem to get it working
You'll need to use the latest version of remix and enable volumetric fog + disable legacy fog remapping
@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
these are my fog settings
uh dont think so no. Learned everything whilst doing mp
oh shit thanks ill try that
looks like this
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
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
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
yea just focus on what you wanna change. its not going to capture the whole level all neatly for you
i can just change something like upscale a building and just apply it and it will render normally? @fluid coral
if the building is stable yea
am i understanding it correctly?
start with a texture
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?
no
you just load the other capture
:*(
trust me its good that you dont see everything
you swap catpures when you want something else
performance tanks hard in the toolkit
it noms vram
but how does it know that it should get textures and assets replaced from multiple captures
the hesh is always the same
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
oh wow okay, that makes perfect sense. So i can capture multiple replace assets there and one asset that couldn't be replaced or wasnt in the first capture i can repalce from a second better capture
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
Under enhancements check your scale is 1
i dont see any scale setting under enhancements @fluid coral
you mean this? scene unit scale? in parameter tuning?
@fluid coral
Looks correct to me, that's a shame
Lower transmission distance to 1. It should get real foggy
transmission distance is located where ๐ @fluid coral
set scene scale to 0.393
do that and then use the heavy fog preset
ok
@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
maybe the map is just fucked the other one i tried charlie dont surf now
@timid salmon
well you have athmosphere enabled
disable that or set it to
it works now
i have it disabled now
@timid salmon youre a legend
i would completely miss it
i have no idea, American measurement's wild. I just scale things to match by eye
