#Need For Speed Carbon

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vagrant crescent
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The cable fiber-optic Internet will not be available until spring
now I use mobile unlimited Internet and it is on it that all possible locks are worked out first.

thorn flax
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where can i get a clean version of nfsc

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nvm found it

vagrant crescent
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If anyone has a quixel account with the full library, please send me a private message.

vagrant crescent
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now 90% of road textures have PBR

I made 80 textures in 1 night

vagrant crescent
vagrant crescent
vagrant crescent
void robin
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@vagrant crescent could you please upload it to Google Drive as well?

thorn flax
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What bridge do i use

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Like the remix version from nvidia

vagrant crescent
vagrant crescent
thorn flax
thorn flax
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How do your taillights work

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Mine dont

vagrant crescent
thorn flax
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How do i do that

vagrant crescent
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"wet weather"πŸ™‚

rtx.conf

rtx.opaqueMaterial.roughnessScale = 0
rtx.opaqueMaterial.roughnessBias = 0

mild stirrup
jolly drift
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The car looks like a toy... turn off mathematically correct thingy in widescreenfix...

jolly drift
vagrant crescent
thorn flax
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It keeps giving me this

thorn flax
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Reinstalled like 3/4 times

wise flare
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so i think im being a dummy or doing something wrong or missing something cuz remix runs but it doesnt look the same.

thorn flax
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Like your copy

prime sigil
thorn flax
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I have my own game

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Thats not the problem

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Something when adding the remix mod

vagrant crescent
vagrant crescent
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I took screenshots with gmod

vagrant crescent
vagrant crescent
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Looks like I'm the only one playing this game.
still haven't seen anyone but me...

thorn flax
eternal root
cinder glade
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im just waiting some bugs to be fixed and im trying it

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like the car's lightning

mild stirrup
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Im waiting for more progress to be made. Its not there yet

lost basalt
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he leaved again bruh

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look at his profile

cinder glade
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hell na

jolly drift
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God damn

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Well, i am not able to make car paints SM1 based... When i try, the cars disappear completely

warped widget
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Why he left again? 😭😭

calm solstice
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not sure. his progress was really impressive

wise flare
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he has a lot of life stuff to deal with so bare with him guys. he is doing amazing as he already is.

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i wish him luck on everything

wise flare
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this is probably weird to asi. but if we can retreive shader color, does remix itself has the ability to set shader color? can we use a script to tell remix to be able to compensate for this? maybe we can create a texture layer and "paint" the texture or material based on the read shader color. i feel like if we can read ram values, we should be able to hack something in remix to emitate car color in remix. just a thought. i am probably clueless of the mechanism here so i apogize if i am wrong.

prisma isle
# wise flare this is probably weird to asi. but if we can retreive shader color, does remix i...

with the current shader, it is not possible to save the specified material reliably enough.

now I'm setting the color using texture and constants of metallicity and roughness.

and at the same time, the hash of the texture may be lost with some actions.

For example, the game considers a custom livery to work with a non-unique hashtag

at the same time, he considers unique pre-prepared liveries correctly, for example, Audi R8 Le Mans

but the RX7 livery, which can be obtained along with the car after defeating the boss, is not considered as such and is lost.

prisma isle
prisma isle
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fixed the texture of the broken glass
previously, there was only a normal map without albedo, it looked too nondescript

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I also fixed the texture of the car dealership windows

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in general, 80 more textures have been added since the last release.

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I would also like to make asphalt textures from scratch, but for this I need to study substance designer
or find a person who can do it.

inner rose
prisma isle
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🀨

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If you remove the ior, the glass cracks will not be visible at all

inner rose
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I mean tweaking glass, so it doesn't look like there's water inside of the car, like it is in GTA4 for example

prisma isle
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I need to deal with MW as soon as possible, there's probably a lot of work to be done, but no more than in Carbon.

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lol what

next sundial
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Enable the thin glass option - no need to reduce ior

hollow delta
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Hi everyone! I hope everyone's doing well

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I've recently installed the mod to my game but it seems there is a bug with my game

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I can't get lightning to work in my game

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does anyone know a fix for this?

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in the meantime i will try to get a fresh copy of the game and check it if works normally, my game got some HD mods and stuff, maybe i'ts making it incompatible

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does these mods "widescreen patch, NFSC extra options & HD reflections mods" break something with rtx remix?

hollow delta
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I have installed a fresh copy and i still have the same issue, tried both official rtx remix and gmod rtx πŸ™

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in the dev menu it doesn't seem to detect any light sources

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@prisma isle

prisma isle
prisma isle
hollow delta
prisma isle
hollow delta
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regarding cars individual headlights, i check earlier comments and it seems there is a issue with this, right? so this is why cars don't have headlights on? or it's still work in progress?

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I'm loving this mod, i know it's still wip and early but the progress overall is awesome! thanks to whoever contributed

hollow delta
prisma isle
hollow delta
thorn flax
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is it normal that every car is still chrome?

hollow delta
prisma isle
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Uh

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It's not chrome, it's silver.

thorn flax
prisma isle
# hollow delta

have you increased the exposure in the postprocessing settings?

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πŸ’€

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gmod remix?

thorn flax
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yes

hollow delta
prisma isle
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πŸ’€

hollow delta
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wait, i'm a bit confused

prisma isle
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1.2.4 better

thorn flax
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whats the difference?

hollow delta
# prisma isle 1.2.4 better

i tried using it but the brake lights were too brights for me, i didn't like the effect so i chose gmod instead

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will change

prisma isle
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I will update the mod on moddb soon.

please delete the old version before installing it.

thorn flax
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i deleted the whole game

prisma isle
thorn flax
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then i just re install a new one

hollow delta
thorn flax
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i have a zip file with no mods

prisma isle
thorn flax
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wdym

prisma isle
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πŸ™„

thorn flax
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i deleted it because im going to use the non gmod version

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not because of the color

hollow delta
hollow delta
# thorn flax not because of the color

I've also tried here and it seems car colors are a bit bugged, in paint customization it defaults to silver for every color, seems to be an issue with RTX Remix, so at least for your car you can use a vinyl so it's not silver

prisma isle
hollow delta
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just to make sure, whenever i make a comment about possible issues in the mod it's not to discredit you or anyone else, i understand that RTX Remix has issues and the mod is still in WIP

prisma isle
#

1A3B6EBF5C23AD82
this is the address of the machine's paint shader

you can change it for yourself, it will be absolutely understandable for a native English speaker.

teal turtle
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while mw and ug2 do it via texture

prisma isle
teal turtle
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becauce they had to support fixed function pipeline

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in carbon they went full shader

hollow delta
teal turtle
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carbon still has some unused code for car paint

prisma isle
teal turtle
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api?

prisma isle
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Perhaps the translator misinterpreted my words.

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In short, the remix needs to understand the logic of the game, as in xoxor's CompatMod GTA IV.

vapid vortex
prisma isle
thorn flax
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Niceee

hollow delta
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nicee, thanks man

hollow delta
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So in the case of the other cars, it is just not been configured yet?

mild stirrup
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Hopefully all headlights and taillights working soon πŸ™

prisma isle
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I'm tired of carbon so far and I'm trying other games.
#1106549860393553961
#1103611804120264706

mild stirrup
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i really wished bf2 or 2142 worked with remix

prisma isle
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bf2 on the same engine as Vietnam
It will most likely work too.

mild stirrup
prisma isle
alpine lance
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how is the new rtx logic added to this download?

prisma isle
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What the hell are you talking about?

thorn flax
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There is a new version of remix

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Remix 1.3

prisma isle
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I know that

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I haven't made any connectors with remix logic, why should it work all of a sudden?

hollow delta
alpine lance
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@hollow delta I'll ad a link if possible

next sundial
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@prisma isle a little bit of anti culling .. but not too much (it seems). Have not tested it that much yet

prisma isle
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Thank you so much for remembering my project

next sundial
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@prisma isle what exe do you ship with your mod and why do you no longer ship the XNFS-ShaderLoader.asi and FX stubs? UI and everything is messed up for me with my exe, without shader loader

prisma isle
next sundial
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no other changes? That means I can keep the asi and the files in the FX folder right

prisma isle
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The mod that comes with the shader loader does not replace everything you need with a stub.

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for example, a water shader, glass on buildings, and some areas of the terrain

next sundial
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Oh alright well I can just grab them from your exe then when I need them

next sundial
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got it to render like that (full FF) with d3d9.shaderModel = 1. That way I can re-enable certain types of shaders (this is still with the FX files tho)

vivid musk
next sundial
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Mhh I cant figure out to differentiate between drawcalls because everything is added to one drawlist and I have absolutely zero clue how the effect framework works 🫣

next sundial
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Okay found a way to differentiate by shader but that also means that I can not use the fixed shaders because they are all "world" shaders.
So putting texture1 into texture slot 0 lets the car render .. and I should be able to intercept the shaderconstant used for the color as well

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looks promising

vivid musk
next sundial
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some progress I guess πŸ˜„

next sundial
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Getting somewhere but colors are weird. Color is made up of multiple constants and the shader code is kinda hard to read ..
@teal turtle Do you have the car shader reversed by any chance (vs1_1)? I'm coloring the car using TFACTOR but I need a proper color for that

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eg: at 0:33 the red becomes black when going left to the color bar

hollow delta
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Maybe it's something related

teal turtle
next sundial
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Thanks!
My main issue was that I wasn't clamping the final color to 0-1 and that resulted in these weird, random color changes 🫣

next sundial
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the slow color transition is/was caused by dlss

hollow delta
next sundial
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I need to implement some runtime changes to get this working properly together with vinyls

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πŸ˜„

next sundial
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I was thinking about just leaving them unstable tho

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I'll just set roughness per drawcall

vivid musk
next sundial
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there is only one shader type for cars

vivid musk
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How do they achieve pain type? Parameters?

next sundial
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yea

vivid musk
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You could technically detect that

next sundial
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maybe .. not sure

thorn flax
prisma isle
teal turtle
teal turtle
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if cvVinylScales.x = 0, then 1-alpha channel is used for car paint

next sundial
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What material list is that?

teal turtle
teal turtle
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they hold settings for car shader

next sundial
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That will come in handy. Never modded these games before so learning as I go πŸ˜›

teal turtle
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basically final color is texture + material settings

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but for vinyls they added cvVinylScales.x

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so material settings do not affect vinyl

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instead there are separate settings for vinyl cvFlakes.z + vdotn_diffuse * cvFlakes.w

next sundial
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I'll have to send related constants to remix' opaque shader and replicate all the logic there to get it to work properly. Can't solely rely on TFACTOR and multi stage blending via FF is not supported by remix

teal turtle
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most wanted solved this by coloring the texture and then adding vinyl on top

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so you have skin texture with color and vinyl baked in

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since they had to suppot fixed-function

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in carbon they went full shader

next sundial
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yea I've seen that in u2

teal turtle
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I think it might still be possible to force game to fill skin texture with color

next sundial
#

Very helpful info so thanks a lot πŸ™

teal turtle
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and not just 0000

next sundial
# teal turtle and not just 0000

Should be fine like it is now. You can replicate a lot of shader logic in the opaque shader.
Still kinda hard to identify drawcalls. My only way currently is to look into the current D3DXEffect and the technique name. That does not help with actually identifying what part of a car is actually rendered tho ..

teal turtle
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just extract current material settings

next sundial
#

Well the texture of the car paint is changing when you add vinyls so I was thinking of giving that texture a hardcoded hash so that one can create overwrites on the remix side

teal turtle
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cvDiffuseMin
cvDiffuseRange,
cvSpecularMin,
cvSpecularRange,
cvEnvmapMin,
cvEnvmapRange,
cvPowers
cvClampAndScales
cvFlakes
cvVinylScales
cfSpecularPower

next sundial
#

But I'll probably just replicate the entire shader logic so that overwrites are not needed

teal turtle
next sundial
# teal turtle that will be better, since some cars use generic vinyls, they dont use skin text...

While you are here, isn't that: OUT.position = mul(float4(IN.position.xyz, 1.0f), cmWorldViewProj); the intended way to transform vertices? My car wont be visible if I render in shader mode. Works fine in FF tho.
Don't mind the color calc, it just contains the constants so that they are used and so that the game actually sends them to d3d for me to intercept them

texture DIFFUSEMAP_TEXTURE;

float4x4    cmWorldViewProj            : WorldViewProj;

shared float4    cvDiffuseMin      : register(c21);
shared float4    cvDiffuseRange    : register(c22);
shared float4   cvPowers          : register(c25);
shared float4   cvClampAndScales  : register(c26);

struct VS_INPUT
{
    float4 position    : POSITION;
    float4 texcoord    : TEXCOORD;
};

struct VtoP
{
    float4 position    : POSITION;
    float4 tex        : TEXCOORD0;
    float4 col      : COLOR;
};

VtoP vs_main(const VS_INPUT IN)
{
    VtoP OUT;
    OUT.position = mul(float4(IN.position.xyz, 1.0f), cmWorldViewProj);
    OUT.tex    = IN.texcoord;
    OUT.col = float4(cvDiffuseMin.x + cvPowers.x, cvDiffuseRange.x, cvClampAndScales.x, 1.0f);
    return OUT;
}

technique car
{
    pass p0
    {
        Texture[0] = DIFFUSEMAP_TEXTURE;
        ColorOp[0] = SelectArg1;
        ColorArg1[0] = Texture;

        VertexShader = compile vs_1_1 vs_main();
    }
}
teal turtle
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float4x4 cmWorldViewProj : WorldViewProj; is not correct

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float4x4 WorldViewProj;

prisma isle
#

negotiations in ancient Elvish...

next sundial
main ginkgo
#

Everyone wants to know Elvish

next sundial
#

@teal turtle whats the mapping between between these and the constants? Eg. where is EnvmapMaxLevel stored in for example?

next sundial
vivid musk
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Ooooh

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God I want this on underground 2 so bad

next sundial
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yea but replicating the shader is not as easy as I thought

vivid musk
next sundial
vivid musk
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Fair enough. I'll force Cr to do it

gusty tide
#

gaw hell naw

vivid musk
next sundial
#

I have absolutely no clue how to get good roughness / metalness approximations from these material settings. They are so highly artistic ... PES_BoiStop

ashen sky
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I bet this could be used for other games if it isn't strictly tied to just carbon?

next sundial
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If one would be to implement a generic version, yes - but this somewhat replicates carbons paint shader so highly specific πŸ˜„

ashen sky
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Ahh

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This looks good enough for a lot of purposes

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@hearty iris mate we might need to update the thread soon πŸ‘€

vivid musk
ashen sky
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Language dude

vivid musk
#

Fuck you

next sundial
#

nothing that clearcoat would fix without getting proper roughness/metalness values, but yea .. legend

ashen sky
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@vivid musk im sending a black vigo to your exact location

vivid musk
ashen sky
#

Is that something you can work with?

vivid musk
ashen sky
next sundial
next sundial
ashen sky
#

i can understand, we've been left stranded with carbon having no colors for maybe 3 or 4 years since remix came out

ashen sky
#

Hello good sir 😁

vivid musk
vivid musk
next sundial
ashen sky
#

Dude that looks so much cool

ashen sky
# next sundial

This screenshot in particular rivals that of nfs heat visuals

prisma isle
#

Yeah, I just wanted to ask for it!

next sundial
#

ah shit why are they all green πŸ˜„

ashen sky
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This is normal though, cuz one turf has this green theme

next sundial
#

this is a quick race tho

ashen sky
#

Hmm. Are you accidentally applying the colours globally πŸ˜΅β€πŸ’«

next sundial
#

mhh not sure why that would happen .. but damn

vivid musk
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God DAMN

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What the hell

inner rose
#

that just looks insane, idk why nfs u1 u2 didnt have proper wet roads (rtx remix projects)

next sundial
#

because this wetness / puddle logic is globally applied

prisma isle
vivid musk
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Because he's doing it manually. I started with wet roads, then toned them down

next sundial
#

can turn it off with a switch

vivid musk
#

The only reason why my u2 project got so huge was because Mark really liked the wet roads I cooked up so I posted on yt and next day. 20 articles and 50 YouTubers were on my ass

vivid musk
inner rose
# next sundial

if something like this was made for nfsmw that has dynamic weather ohhh. anyway a bit higher res roads and its easily on level with nfs2015

prisma isle
next sundial
#

So other car paints might be bugged but not so sure about that ..
And there are some other issues from the anti culling code I have to look into

ashen sky
#

the anti culling code could also be useful in the previous games if you have this one figured out

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Can't imagine them being any different

ashen sky
prisma isle
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It would be just as interesting to see with my custom fov and motion blur

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With the original fov, the game is quite slow and the cars seem like toys

ashen sky
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Is it possible to see what it looks right now?

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Cars do feel a little slow

eternal root
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alright few things i notice from a gameplay perspective

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obviously, taillights dont work but thats fixable

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second, that dinosaur should have red lights on it to mark it as a pursuit breaker

prisma isle
next sundial
#

most things are probably broken due to shader model 1 and missing FX fixes or missing remix overwrites

eternal root
ashen sky
prisma isle
#

objects in the distance really become distant
for such a small and dense map as in carbon this is necessary

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"gopro effect"

eternal root
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carbons default cameras are perfectly fine

prisma isle
#

maybe with the original rendering and its excessive motion blur effect

prisma isle
#

By the way, how is Autosculpt doing?

next sundial
vivid musk
prisma isle
next sundial
#

Tried to set custom hashes, didn’t work

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Tried so set different fly colored textures based on car material colors but it still had that green shimmer for some reason

livid smelt
#

It have dynamic fov

next sundial
#

@turbid shadow I'm running into an issue with my custom car shader. All cars that use raw paint (no vinyls) have the same color.
That is because, if a car has no vinyls, a black texture with 0% alpha is used on the car. This results in the same mat hash across cars.

So where exactly does the runtime create the mat_hash used at runtime and how could I influence it from the game's side without relying on a unique texture?

I'm currently sending info about the material color, roughness etc via unused Renderstates to the runtime so they end up in the legacy material. I then pipe them through the scene_manager into the opaque shader (all of that works great).

But because remix uses the same mat_hash on all the cars, only the very first color making it to the runtime is used - across all cars.

I've tried my old way of setting a custom texture hash in the LegacyMaterialData object but that does not result in a unique mat_hash at runtime. I can only see that custom hash once I've taken a capture and look at it in the toolkit. (Overwrites would work on that custom hash then)

In the second pic I assigned unique textures to each car on the game side just for me to see that I'm actually sending different colors to the runtime

#

It just need it to be a hack, I don't need remix overwrites (via remix mod) to work on these materials because they are completely dynamic. Roughness and metalness are handled from the game side via the custom car paint shader in the runtime

next sundial
#

Also tried using my custom hash in InstanceManager::updateInstance to change currentInstance.m_materialDataHash and currentInstance.m_materialHash but that does not seem to do anything πŸ‘€

turbid shadow
#

So, replacements are fetched in the SceneManager, if you want to change what material hash is used for replacements (or for identifying unique materials) you need to change it before SceneManager::submitDrawState's call to determineMaterialData() (or maybe just change it inside that function).

Material hash right now is just the texture hash, and is computed when the texture is created in DXVK.

If you were doing this using the Remix API instead of the d3d9 draw calls you would have full manual control over all this stuff without needing extra render state.

#

material sharing is determined in SceneManager's processDrawCallState, which is called from submitDrawState.

next sundial
# turbid shadow So, replacements are fetched in the SceneManager, if you want to change what mat...

So similar to bakeTerrain's code that populates overrideMaterialData?

In determineMaterialData I see that it searches for replacements first but there aren't any for these mats so it should create a legacy material, right? https://github.com/NVIDIAGameWorks/dxvk-remix/blob/505ab35457834e5da61efefec56a69d2a4211c5a/src/dxvk/rtx_render/rtx_scene_manager.cpp#L650

It seems that conversation is directly calling getImageHash in rtx_texture.h to get the actual texture hash here:
https://github.com/NVIDIAGameWorks/dxvk-remix/blob/505ab35457834e5da61efefec56a69d2a4211c5a/src/dxvk/rtx_render/rtx_materials.cpp#L63

So would I need to / is it safe to modify the hash of the returned MaterialData which is fed into processDrawCallState?
(I've already tried modifying the hash of MaterialData in InstanceManager::updateInstance with no luck tho ...

As for the api, that would mean I'd have to render the meshes via the api as well, correct?
I unfortunately don't have the plain mesh data at hand to do this and wouldn't this also require unique textures so that I dont run into the same issue?

turbid shadow
# next sundial So similar to bakeTerrain's code that populates overrideMaterialData? In `deter...

there should be a line in processDrawCallState where it uses the material hash to check if we've already seen a draw call with the same material, and re-uses it if so. Either that, the BlasEntry lookup, or something in updateInstance would be what is responsible for the shared material.

Making sure the material passed into processDrawCallState has a custom hash should be enough to hit all three of those and prevent any material sharing.

#

As for the api, that would mean I'd have to render the meshes via the api as well, correct?
yes.

#

I unfortunately don't have the plain mesh data at hand to do this and wouldn't this also require unique textures so that I dont run into the same issue?
I don't believe replacements are applied to API draw calls at all, and IIRC they should each get their own material rather than sharing them (though this is a corner case I'm not really sure of).

next sundial
#

@turbid shadow You are a godsend - thank you! I was almost pulling my hair out yesterday πŸ˜‚

A few changes needed:

and changed getHash from the LegacyMaterialData to return my custom hash:

  const XXH64_hash_t getHash() const {
    if (remixHashFromD3D) {
      return remixHashFromD3D;
    }
    return m_cachedHash;
  }
#

As a nice side effect, this also fixses the slow color changing with DLSS turned on when modifying the hue of the paint because the hash calculation includes the paint hue

turbid shadow
#

Nice!

prisma isle
#

I ask you not to mention me in the context of future discussions of the #xoxor comp mod for NFS Carbon project.

I will also not include it in my mod if I update it in the future.

next sundial
#

Welp, for context:
I had just added a toggle for it but he already rage quitted sad

prisma isle
next sundial
#

Mate, I just added a toggle and was about to tell you that

#

Stop rage quitting all the time

prisma isle
#

Do whatever you want next, I just have nothing to do with it.

vivid musk
#

I'm sorry, I shouldn't laugh but

prisma isle
vivid musk
#

That's such a childish way of handling things

next sundial
#

Explain yourself then, please. Moving from shadermodel 0 to 1 requires a bunch of changes and its still in-dev. Ofc. some stuff changes here and there

lost basalt
#

tf

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xoxor making a fantastic compat mod and he complaining about baked lighting

#

some crazy shi

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and he left again tho

next sundial
#

I mean he has a point and I saw what he meant after turning it back but this behavior is insane

ashen sky
#

We knew of this happening, I'm sorry xoxor

mellow rain
#

Can you share more pix of this baked lighting on vs off

#

On its face baked lighting in PT sounds crazy

#

Oh he left the server

next sundial
#

will do in a sec

lost basalt
#

bet he will join again lol

ashen sky
next sundial
ashen sky
#

Left is baked lighting?

lost basalt
#

with blue tint is with baked lighting?

ashen sky
#

Hmm

next sundial
#

blue tint is baked

lost basalt
#

well, without look more realistic

#

i always prefer more realistic look

mellow rain
#

The tinted version has raster vibes for sure

next sundial
#

Sure, but again - I understand his point but he could have shown me a comparison earlier instead of rage quitting

#

I meant no harm

mellow rain
#

Bro should learn to just take a deep breath and go for a walk or something

ashen sky
# next sundial

I prefer the stylized look the blue tint brings, it's more carbon specific

#

But it's my preference imo, without it still looks pretty amazing

lost basalt
# next sundial

what about baked bloom on street lanterns tho? will you keep them?

next sundial
#

Sure and I would've liked to have properly converse with him over that after seeing comparisons. I had just added a toggle but I was too slow πŸ˜„

mellow rain
#

I think the way would be to mod the game to be closer to the original color but using actual path traced lighting, no? That random orange here and there without a light source just makes it look raster-esque to me

ashen sky
#

Perhaps the tonemapper could be adjusted some time later to have this blue tint? The baked lighting gives it a half assed approach

#

It does look visually correct but not enough to justify keeping the original rendering intact

mellow rain
#

Is the mod still coming out

vivid musk
#

I can take over if people want

#

As a side project

ashen sky
vivid musk
#

What team

ashen sky
#

team

vivid musk
#

Look at me

#

I'm the team now

mellow rain
#

What's still left to do

vivid musk
#

Anal things left to do here and there

#

*small

#

I love autocorrect

vagrant crescent
vivid musk
#

Testing, making basic assets, managing release

vivid musk
#

Little shit boy

ashen sky
vivid musk
#

Get back on your main account you little shit

#

Let me watch you throw a tantrum in realtime

next sundial
# mellow rain Is the mod still coming out

I'll release the comp mod, yes. But I'll have to also work on lights and textures now unfortunately, which was already handled pretty well by his mod.
Would have loved to have make it happen with him and I started this work because I saw work being done on this game.

Again, I understand his position and can see why he want's baked lighting - but he needs to be able to properly communicate and argue.

vivid musk
#

Mhm

next sundial
vivid musk
#

Well

#

Now that things have happened

#

Have you guys heard of this game called need for speed underground 2?

next sundial
#

just dont rage quit on me

vivid musk
mild stirrup
#

Idc about original look. Just achieve NFS 2015 graphics steamhappy

ashen sky
#

Or just 2015 Remix mod

eternal root
#

Ok seriously what’s this guy’s problem I swear this is like the 5th time he’s done this

thorn flax
next sundial
#

well one can easily toggle it now

gusty tide
#

why do your imgui menus always look so good autism_drool

next sundial
#

Feel free to use the widgets (they are already in the iv repo)

vivid musk
calm solstice
#

@next sundial if you could put together a small post to pin before we lose permissions, that'd be great

next sundial
calm solstice
#

<placeholder>

calm solstice
#

(doing this for any extra important threads)

mint sky
#

And why was he banned?

calm solstice
# mint sky And why was he banned?

constant poor behavior, starting arguments with others, causing problems like above

also when he was banned last time, he joined on an alt which is ban evasion (the same alt he used above to troll)

#

simply put, the ban is to prevent him from coming back and causing more of the same issues

past parcel
ashen sky
#

Might be interesting to experiment with

heady bear
#

Why is he always looking for problems. I dont get it

#

Oh well

#

Once I finish my NFSMW mod (will take long probably lol) I would be interested to take a shot at this too! If necessary of course

next sundial
#

NFS Carbon Compatibility Mod 0.9.3

#1160343046056063109 message

NFS Carbon Compatibility Mod 0.9

First release of the NFSC CompMod that makes the game more compatible with remix.

It features:

  • A custom remix runtime with:

    • custom car paint shader
    • dynamic wetness code with puddles, raindrops, occlusion checking ..
    • per drawcall tweaks
  • Logic to aid with drawcall modifications

  • Anti Culling code + per mesh adjustable preculling (occlusion)

  • FF rendering in shadermode 1

  • A vast range of customization options (eg. enabling baked lighting)

  • ImGui menu to tweak settings and for debugging purposes

Releases with install instructions: https://github.com/xoxor4d/nfsc-rtx/releases

next sundial
#

You are fast

calm solstice
#

was checking the channel right before going to sleep lol

#

(totally is not 7 am rn)

lost basalt
#

time to test it

mellow rain
#

Damn good stuff, will definitely give it a go later tonight

lost basalt
#

huh theres no nfs carbon on steam

mellow rain
#

Maybe do a video πŸ‘€

lost basalt
#

where do i get it😭

lost basalt
#

like fr where

#

only on the site that i cant spell here?πŸ˜Άβ€πŸŒ«οΈ

mellow rain
#

Buying a nice used physical copy on ebay of course catthumb4sad

lost basalt
next sundial
lost basalt
next sundial
#

but it performs much better overall

mild stirrup
#

Ahh i wish the headlights and taillights worked

#

Guess i will wait some more

next sundial
#

thats why it's 0.9 πŸ˜‚

#

but since its always night, one can just add lights to the mesh via remix mod

ashen sky
#

Looks very good xoxor

#

Now I just wait for someone to upload videos of it on YouTube

mellow rain
#

Xoxor do you wanna make a post on Patreon too maybe for people who are subscribed

#

Would be a good public resource for all the compat mod stuff

hollow delta
#

Hi, after installing the compatibility mod, my game won't start and it gives me an RTX Remix Runtime Error, it asks me to upload the log and dump files into the RTX Remix github

#

should i do it? can i post here instead?

#

I have reinstalled both the rtx remix mod then the comp mod and still gives me the error

#

Exception 0xc0000005 at 0000000000000000! Saving minidump to 'E:\Games\Need for Speed Carbon.trex\NvRemixBridge.exe_20260223_092142.dmp'

next sundial
hollow delta
#

sure, will do

#

i have the windbg log if you want, i can paste it here

next sundial
#

Mhh did you install it correctly? Your remix version is different from mine

hollow delta
next sundial
#

remix runtime

#

How did you install this?

hollow delta
#

installed the 0.1.2 mod from moddb -> replaced all files in main, then installed the comp mod -> replaced all files in main

next sundial
#

By following that?

hollow delta
#

oops i thought i was supposed to replace everything same way as the mod 0.1.2 itself

#

will remove everything from the mod and try again

next sundial
#

the remix-dxvk.log should show info: DXVK_Remix: remix-main+f9e70167

#

ah it seems the d3d9.dll didnt make it into the zip ..

hollow delta
next sundial
#

the one in .trex

hollow delta
#

oh

next sundial
#

sec

#

redownload the release now (just updated it)

#

oh I see it didnt even make it into the assets/.trex folder on the repo

#

gitignore .. its in the repo now

hollow delta
#

game now opens

#

it seems the issue was the missing files

#

xd

#

looks amazing, thanks again xoxor4d and everyone who contributed to the mod

next sundial
# ashen sky Now I just wait for someone to upload videos of it on YouTube

first, but I lack knowledge to get the most quality out of a recording πŸ˜‚
https://www.youtube.com/watch?v=kIeSMRF18P4

vivid musk
#

This should hopefully give it a boost

#

I got way too many nfs fans on my ass

#

Begging me for updates

#

distraction techniques

ashen sky
#

like your own post

vivid musk
#

its a good post

#

I like my post

quaint stream
thorn flax
#

Is there a tutorial?

vivid musk
thorn flax
#

Alr

ashen sky
#

placeholder

ashen sky
vivid musk
#

@next sundial how resolution?

next sundial
vivid musk
#

widescreen fix strikes again

#

@next sundial There's a weird stuttering going on. I'm not using frame gen

#

The game also feels like it's stuttering

#

Even though I'm getting above 60 fps

#

The frame pacing graph is normal but it's very stuttery

next sundial
#

.. it might do something weird under the hood .. not sure. Something is off about this game anyway ... decals dont work at all

#

when you mark them, they disappear

vivid musk
#

weird

#

Definitely not very playable

#

The graphs and frame times all look good but when you actually play, there's a perceivable stutter. It's pretty nauseating

next sundial
#

mhh try the affinity batch file from gta4?

vivid musk
#

The only visible proof is the dlss debug hud

next sundial
#

you need to change the exe name obv

vivid musk
#

the hwat now

hollow delta
vivid musk
#

We do not speak of that

next sundial
hollow delta
#

Meet the secret final boss of NFS Carbon

vivid musk
vivid musk
#

lets see

next sundial
#

already renamed .. a well besides the bat itself

next sundial
vivid musk
vivid musk
#

Another issue specific to racing games that took me MONTHS to figure out is the

#

The uh

#

Instance thing

#

This needs to be tweaked because of how fast racing games are

hollow delta
vivid musk
#

That messes up the motion vectors among other cache related things

next sundial
#

Might be worth a GH issue on the rtx-remix repo if you are up for that

turbid shadow
#

Someone ping me then delete the ping or something?

next sundial
vivid musk
#

Seems like a game-side problem

next sundial
turbid shadow
next sundial
#

and the motion vector issue you just shown

vivid musk
#

I'm going to be real with you

#

I don't like this game. The cars vibrate around like heavy machinery and it irks me so much I can't put into words

main ginkgo
#

Do I understand correctly that the asphalt material properties can only be changed via the GUI?
Is it possible to implement a dynamic weather system using RTX Remix Logic?

next sundial
mellow rain
#

Man, as always with path tracing, this really shines when you play it yourself and see it in action. Amazing work yet again @next sundial

#

I did however notice these tire tracks rendering transparently 7FECD824194F79E8

#

Interestingly if I mark them as decals and then unmark them again they render correctly

#

Is it recommended to install updates for the game?

#

Is this a comp mod issue? πŸ˜‚

#

Performance is great so far, haven't noticed any massive CPU limit, certainly nowhere near GTA 4

next sundial
next sundial
#

and decals are messed up for some reason in this game .. they just become invisible when tagged as such

mellow rain
mellow rain
hollow delta
#

lmao

next sundial
#

Will look at it in the coming days

main ginkgo
thorn flax
#

only my gpu is being maxed

#

which is normal

#

9800x3d at max 40%

mellow rain
#

Played a bunch and man it looks good. Props to hopelessness for the mod as well

#

Recorded a short vid of me racing badly to upload

spare notch
#

@next sundial I have updated the DLSS Files to the latest Version (310.5.3) and gained about 15-20 FPS in general. Only still fighting with Reshade Installation.

mellow rain
#

This is some good car rendering

vivid musk
#

These reflections don't make much sense to me

#

On the road

ashen sky
#

Probably using the game's converted textures?

#

Might be the specular map

vivid musk
ashen sky
#

Ah yes

#

Wait what are you on about the reflections, do you mean these arrows looking a bit weird

vivid musk
#

One is the one you see actually above and there's a second reflection where the lines are much closer

ashen sky
#

yeah...

#

I see what you mean now

mellow rain
vivid musk
#

Blue and red lines show the two sets

vivid musk
mellow rain
#

There is definitely something weird going on there

#

Kinda looks cool thouhg

#

It gets fixed if I turn off enhanced mats

ashen sky
#

Xoxor pls fix πŸ™

mellow rain
#

It's this texture that's being reflected but not showing up

#

BB8A3337E66FEE40

ashen sky
#

What if you ignore it?

mellow rain
#

Then it's not in the reflection anymore

#

Question is, is it supposed to be actually rendered

#

I don't know what vanilla looks like here

ashen sky
#

Clearly there are two textures judging by the outline around the arrow and the texture itself

#

Wonder why it's reflecting when there's nothing to reflect

vivid musk
#

Ahhh

#

I think the texture is whatever the game is generating. Should probably be disabled

hollow delta
# main ginkgo

what about this case, where a bright yellow reflection is being shown on the right side but there's no bright light source there?

#

seems like a lightpole there but there's none on this road

#

maybe it's an artificial sun?

heady bear
#

This looks awesome already! @next sundial how do you have so many pbr materials already? I dont think you replaced the road textures by hand right?

next sundial
heady bear
#

Oh he did that okay I see

hollow delta
#

Things were going great, sad that he ragequit

mellow rain
#

Damn 140 comments on xoxors vid

#

NFS fans be fiending for some RTX

#

Or jus some sort of remastering for the old games

ashen sky
#

Lots and lots of people yearn that old look

ashen sky
#

that stylized lighting or blue tint symbolizes the game's tone and sets it apart from others. I just wish the tone mapper solution becomes permanent

eternal root
#

That’s what happens when you haven’t released a game that’s a meaningful improvement to the series in close to 20 years

#

See: TUFU (the UE5 remake of Underground 2) and the two WIP remakes of MW in Unity and Unreal

mild stirrup
ashen sky
#

It will bro, trust πŸ™

#

@vivid musk will make a mod for carbon that'll leave underground 2 behind fr

spare notch
mild stirrup
#

Yeah and also its a game set at night time only

#

Night time without taillights is very unsafe and you will get a ticket

#

This mod is not lawfully compliant

thorn flax
#

Looks amazing

#

Some are very bugged like the slr

#

And murcielago lp-640

cinder glade
#

will this work in nfsco online ??

next sundial
#

Does anyone know if this game is even using specular maps .. like at all? πŸ˜„

#

ah they seem to be in the alpha channel

quaint stream
#

Hey @next sundial what is your next plan with this game?

next sundial
#

AutoPBR

ashen sky
quaint stream
next sundial
#

not sure how to detect that tho

#

like a diffuse might actually use the alpha channel for transparency..

ashen sky
#

Why do they all have specular though. I guess only diffuse and normal maps are present

next sundial
eternal root
ashen sky
# next sundial

Looks proper and not anything related to transparency so far

#

Might be a few select textures that might have used alpha channel for transparency

#

How would one identify them though πŸ€”

next sundial
# ashen sky How would one identify them though πŸ€”

Like this it seems:


bool format_has_alpha(D3DFORMAT format)
{
    switch (format)
    {
        // Explicit alpha formats
    case D3DFMT_A8R8G8B8:
    case D3DFMT_A1R5G5B5:
    case D3DFMT_A4R4G4B4:
    case D3DFMT_A8:
    case D3DFMT_A8B8G8R8:
    case D3DFMT_A2R10G10B10:
    case D3DFMT_A16B16G16R16:
    case D3DFMT_A8L8:
    case D3DFMT_A2B10G10R10:
        return true;

        // Compressed formats with alpha
    case D3DFMT_DXT2:
    case D3DFMT_DXT3:
    case D3DFMT_DXT4:
    case D3DFMT_DXT5:
        return true;

    default:
        return false;
    }
}

bool texture_has_alpha(IDirect3DTexture9* texture)
{
    if (!texture)
        return false;

    D3DSURFACE_DESC desc{};
    if (FAILED(texture->GetLevelDesc(0, &desc)))
        return false;

    return format_has_alpha(desc.Format);
}

// ....

auto has_alpha = texture_has_alpha(texture);
if (!state.alpha_blend_enabled && !state.alpha_test_enabled)
ashen sky
#

Amazing. Can't wait for the entire game to look proper

thorn flax
#

Insane how quick the development has been

#

After it had been abandoned

crude shard
#

Why game goes in slow motion if fps near native 30? Any ways to make it work in realtime?

jolly drift
thorn flax
#

In widescreenfix

next sundial
#

there are not a lot of world textures it picks up

crude shard
thorn flax
#

No problem

next sundial
#

first autopbr pic

#

it generated 138 materials (some of them are ignored later on ..) on 1 run on a track .. not a whole lot

quaint stone
next sundial
#

you only really notice it on the asphalt roads but its only a little

warm river
#

hey there, did anyone tested performance with 3060?

acoustic talon
next sundial
hollow delta
#

tbf, without may make the game more realistic, but i really like the blueish tint, if fits more with the game artistic style

next sundial
mild stirrup
#

Do any vinyl or new cars mods work

#

Like hd decals

next sundial
#

should work just fine

mild stirrup
#

Hm instead of adding light thru mesh

#

Cant we just force the brake light on?

#

Like a toggle switch

next sundial
#

Brake lights are already working like they should but only on the ccx right now

mild stirrup
#

I mean force it permanently on

#

To act as taillights

teal turtle
mellow rain
#

I think it's using rays to check if the ground is obscured or not

#

Pretty cool

teal turtle
thorn flax
crude shard
sharp karma
#

hello

hollow delta
#

hi

mellow rain
#

Hi there

thorn flax
#

Anyone else experiencing frequent crashing?

#

When going like back and forth in the menus

#

And quitting a race

#

Everytime there is a loading screen

#

Doenst happen when im just playing tho

#

Like racing or in freeroam

#

Only when like β€œloading” things ig

#

Not everytime but very frequently

spare notch
#

@thorn flax maybe a fresh reinstall could solve the issue. Game Version 1.4 runs fine so far.

thorn flax
#

Il try that

sharp karma
#

https://www.youtube.com/watch?v=nG_rg6BDCC8
can anyone please help me with this mod
I'm trying to get this to work but neville's head is over the car and the car models often are just wheels or no colour

#

at first My version was 1.2
and then I tried to do with over redux mod

next sundial
#

Try clean 1.4 and make sure that you follow the install instructions correctly

sharp karma
#

Thanks
Will let you know

crude shard
mellow rain
#

Thought I'd do some random benchmarks since no one is doing a nice tech article on RTX Remix titles. Sadly I only have one GPU/CPU

#

RTX Custom = stock settings

#

This is without FG of course

mellow rain
#

Btw Windows Defender is hella trying to kill the rtx.asi so if you're only seeing wheels make sure that's still in the folder

hollow delta
#

bro just deleted the video while i was watching

#

criminal

mellow rain
#

I have to redo it

#

Non-RTX had wrong settings

#

Here's a comparison I attempted to do although it gets pretty desynced because the autodrive from the mod I used drives pretty variably. If anyone knows a better way to have two identical races let me know

#

Also it's without the baked colors

finite wagon
#

jesus what a difference

hollow delta
#

funny how the suspension goes wild when breaking lol

sharp karma
#

Gotta admit
Vanilla game is beautiful

hollow delta
#

yeah, at nighttime it's easier to reproduce a more realistic graphic

#

the artstyle is awesome

#

at higher resolution and with some HD texture mods the game looks beautiful

spring willow
#

Hi guys, my game looks like this, would anyone know what's wrong? πŸ™

mellow rain
spring willow
#

Would that just be in the base NFSC folder, or a subfolder?

mellow rain
#

Base folder

spring willow
#

I don't see it, no

mellow rain
#

It needs to be in there to work. Try re-extracting the zip into the folder

#

Could be that Windows Defender is removing the file though, I had that happen yesterday

spring willow
#

OK thanks, I've now re-extracted it to the base folder, will give it a shot! πŸ™‚

#

Got a debug console that opened up which looks promising, but now it's frozen here

hollow delta
#

click on the game window, i think it will resume

spring willow
#

"NFSC.exe is not responding" πŸ˜‚

hollow delta
#

i'd suggest you delete all of the files you put into the folder

#

of the mod

#

and do it again in the correct order

mellow rain
#

Just try extracting all the files from the mod zip into the folder again

spring willow
#

So compatibility mod first, then hopelessness' mod, right?

mellow rain
#

Yes but

#

Installation instructions are here

spring willow
#

Oh yeah I was careful to only extract that haha

#

Cheers bud, will try again

hollow delta
spring willow
#

Now it doesn't even start smh. Followed the instructions again and deleted FX and plugins folders, which have since been reconstructed. Also deleted the NFSC dxvk cache and restarted the PC, and the cache has been reconstructed, but I get the same issue

hollow delta
#

is your game version 1.4?

spring willow
#

Yessir

hollow delta
#

do you have other mods installed?

spring willow
#

Reshade is applied, but the game started up before with that applied. I believe I had an upscaled FMV pack

hollow delta
#

hmm i'm not sure if reshade is compatible with rtx remix

#

are you opening the game with the remix .exe?

spring willow
#

No, NFSC.exe

hollow delta
#

you have to open it with the other .exe the mod provides

spring willow
#

Ah I didn't extract that, lemme do that now

#

I extracted the nfsc_remix folder

hollow delta
#

the remix mod that you download in ModDB, you have to extract all the files in the main game folder

#

wait

#

i think after the compat mod, it's different now

spring willow
#

Yeah I only extracted this folder here as per the instructions. Just extracted the exe to the base folder and clicked to see if that worked, got the same issue

hollow delta
#

@next sundial can you help us out here, i think install instructions got a bit confused after the compat mod

spring willow
#

Once I start up the game, I see the debug console doing its thing, then I hear what sounds like the Windows 10 error sound for a split second and it gets cut off

hollow delta
#

hmmm, try this

#

remove all files from both the moddb mod and compat mod

#

then, paste all the compat mod files in the main game folder

#

then, open the .rar for the remix mod from moddb, then paste the nfsc_remix folder inside rtx-remix/mods folder, inside the rtx-remix/molds folder of the game, and also nfsc remix.exe in the main game folder

#

then open the nfsc remix.exe with admin privigiles

spring willow
#

Adjusted all the files, will launch the game now

hollow delta
#

hope it works

spring willow
#

There were 10 files I had to replace, but they were DLLs and stuff; I deleted the files and folders shown in the rar for the compat mod

#

Not responding bruhhh

hollow delta
#

maybe it takes some time to compile

#

click in the main game window and wait a bit

spring willow
#

Sure thing

hollow delta
#

which gpu are you using?

spring willow
#

RX6650XT

#

It's still on the same screen and the debug console hasn't moved

hollow delta
# spring willow RX6650XT

Game probably will run real bad on this GPU, but i don't think there's anything that will prevent u from lauching it

mellow rain
mellow rain
#

It might boot but there'd be bad graphical artifacts in addition to poor performance

spring willow
#

Right haha, good to know

hollow delta
next sundial
hollow delta
#

well it seems i was mistaken then, sorry

spring willow
#

When I launched it earlier and got the unrendered cars, the light streaks and reflections had artifacts, but that was before the remix asi was in the folder

#

Hey thanks for your help guys, appreciate it πŸ™‚

hollow delta
#

it is usually a bit buggy depending on your game, but even if you manage it to work, it would have very poor performance on your gpu, trust me

#

i have a rtx 5060 ti and running the game on 1440p dlss performance i get between 25-45 fps

#

i can't even imagine it on this poor rx 6650

mellow rain
#

You can get a bunch of performance doing that

#

I'll do a benchmark later but just going to High could get a sizable jump in FPS

hollow delta
jolly drift
#

looks better than UG2 true

vernal storm
#

Did all the steps as recommended, but was not able to run it πŸ₯²(7600X+RX 9070)

#

Getting this error, so i think this is my pc's issue

wise flare
low heart
#

Here is how it looks on my hardly modded copy. Primarily ImpMod and some others visual mods like HQ Vinyls

#

Performance hit hard on my 2080TI, but I love how it looks

#

Can’t wait to see other improvements!

mellow rain
#

Here are some benchmarks of the RTX presets I made. You can see CPU limits in the 1% percentile but if you're GPU-limited you could probably be closer to the percentage performance increases

hollow delta
#

nice

mellow rain
#

Idk what exactly custom does but it looks nicer

hollow delta
#

in my specs i have found the best configs = 1440p with DLSS Performance, ray reconstruction on transformer and 2X FG, high settings, between 50 and 75 fps

mellow rain
#

Yeah, high is probably the best middle ground. Medium and low look significantly worse

hollow delta
#

it looks like i'm playing nfs unbound lol

mellow rain
#

Here are some pics to go along with the preset comparisons

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FPS numbers are in the image titles

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Now I wanna figure out what custom actually does differently hmmSpin

hollow delta
#

only major differences between ultra and low is slight better reflections and global illumination

hollow delta
#

if you take a look at the > sign and the light things in the building

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they glow on custom

mellow rain
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Yeah but that wouldn't cost that much perf

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It's a pretty big fps drop

hollow delta
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well welcome to ray tracing lol

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tbf, it's probably just diminishing returns

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if it was a game properly built with ray tracing in mind it would probably have more difference and better performance, but we're doing almost path tracing so it's very taxing on the gpu, specially using DLSS and also FG

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at the long term, these old games eventually get reverse engineered, so it's a bit easier to implement some stuff

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there's people doing it for nfsu2

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but it has stopped for almost a year

wispy goblet
#

why cant i download the rtx compatability mod from your official github wihtout windows defender recignising it as a trojan

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bit strange init πŸ‘€

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so in other words you cant install this mod

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wow, what a sick mod! you cant even install the compatibility mod that allows you to even begin installing the mod

gusty tide
#

because it hooks into a game's rendering process

inner rose
spare notch
mild stirrup
vapid vortex
low heart
spare notch
#

2048x HQ Vinyls & HD Reflections Mod applied.

mild stirrup
spare notch
next sundial
low heart
livid smelt
#

Also guys
Try W2C mod
It port NFS:World map to Carbon, latest version add canyons to it

spare notch
celest wing
thorn flax
unborn brook
#

guys i have this problem how can i fix this ?

spare notch
unborn brook
#

now im getting these

unborn brook
#

can someone help me to make nfs carbon rtx ?

hollow delta
#

Which version are you running?

unborn brook
#

now im deleted the game

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downloading again

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1.4 version

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how i can setup rtx mod correctly

low heart
# unborn brook how i can setup rtx mod correctly

This video only shows the installation process, your mod version and compatibility layer may lead to a different final image

Π½Π° этом Π²ΠΈΠ΄Π΅ΠΎ показываСтся лишь процСсс установки, ваша вСрсия ΠΌΠΎΠ΄Π° ΠΈ прослойка совмСстимости ΠΌΠΎΠ³ΡƒΡ‚ привСсти ΠΊ Π΄Ρ€ΡƒΠ³ΠΎΠΉ ΠΈ...

β–Ά Play video
spare notch
#

4096x HQ Vinyls & Enabled Vertex Colors Globally & custom Sky Preset

mellow rain
#

Cars look nice but those streets need PBR

spare notch
unborn brook
#

guys whats the best settings for optimized fps ?

mellow rain
#

Set it to high if your PC can handle it

unborn brook
#

my graphic card is rtx 3060 ti

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and i have i7 12th gen

unborn brook
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i need best optimized settings and need looks great.

#

@mellow rain

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can u help me ?

hollow delta
#

That's the right amount of fps man

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Patch tracing is very taxing

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And older rtx 3000s aren't that good with it

thorn flax
#

I have a 5070 ti and even with that

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Its demanding

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I use dlss balanced

night sierra
#

Can those ugly floating smoke/fog sprites be removed

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that constantly spawn on the roads

ashen sky
#

Just ignore texture, unless they are used elsewhere as well

next sundial
#

iirc carbon used 1 texture for almost all effects so hiding that would hide all πŸ˜‚

ashen sky
#

oh

lost basalt
#

Thats a funny one

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Idk why I have notifications on him

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I’m not even subbed on him

mellow rain
#

Sorry Danil

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I credited him first in my video description clueless

mellow rain
#

O NFS Carbon RTX Remix finalmente estΓ‘ aqui! Neste vΓ­deo eu mostro o Need for Speed Carbon com Ray Tracing, totalmente transformado com o RTX Remix.

SerΓ‘ que esse projeto feito por fΓ£s consegue virar o remaster que a gente sempre quis? Testei o NFS Carbon RTX com grΓ‘ficos no ultra, iluminaΓ§Γ£o realista, reflexos avanΓ§ados e Ray Tracing a...

β–Ά Play video
#

The comparisons at 2:42 are really sick

#

Although I think the detail level isn't set to max for the raster side

next sundial
#

remember

#

This video only shows the installation process, your mod version and compatibility layer may lead to a different final image

Π½Π° этом Π²ΠΈΠ΄Π΅ΠΎ показываСтся лишь процСсс установки, ваша вСрсия ΠΌΠΎΠ΄Π° ΠΈ прослойка совмСстимости ΠΌΠΎΠ³ΡƒΡ‚ привСсти ΠΊ Π΄Ρ€ΡƒΠ³ΠΎΠΉ ΠΈ...

β–Ά Play video
mellow rain
#

Ok, didn't see that

next sundial
#

game only controls the amount of particles currently. I offset the spawner in the direction of the camera based on speed so that spawned particles still reach the camera when they are on camera height

vivid musk
vivid musk
#

As a particle emitter

next sundial
#

Why would I when I can do that via the api tho (did what you suggested for IV tho)

vivid musk
#

What did I suggest?

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I forgor

next sundial
#

what πŸ˜‚
Spawning a mesh above the player is what I did in IV

#

this here does essentially the same but via the api which lets me control the particle system dynamically

vivid musk
#

ah alright

#

so essentially the same

ashen sky
#

Might be handy if some of the new parameters from Runestorm's suggested particle system improvements are accessible through the API

next sundial
ashen sky
#

This might be my preference but I always liked the intense rain effect of HP2010. It might look nice with carbon but idk if it can be 1:1 replicated

https://youtu.be/M5cT3lb7nc0?si=4ajUXZI5dKXY6qoQ

I do not own the rights for the music in game

Copyrighted content: Born Free
Claimed by: [Merlin] Beggars and UMG

-GTX 1070
-Intel Core i7 6700K @ 4.00GHZ
-DDR4 16GB RAM
-Windows 10
-Samsung EVO 850 SSD

β–Ά Play video
mellow rain
#

Is there something that makes the raindrops appear more opaque/ brighter at the top?

next sundial
#

I dont think so, could make them more transparent on spawn and less near ground

vivid musk
#

2

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oh wait

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I thought it said hop on undergroud

next sundial
#

cant get rain particles to look my way without setting the emitter at an angle .. I guess I'll make it rotate depending on the camera speed

ashen sky
#

The rain drops are shooting off in different directions depending on the speed, currently it's all aligned

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Instead it should be pointing towards the camera somehow

next sundial
ashen sky
#

Could some rain streaks be made longer? afaik this looks uniform to me, unless it's not.

next sundial
#

Yea but its hard to strike a balance that looks good in motion and when steady .. denoiser also eats a lot if standing still

ashen sky
#

Ahh

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Maybe if it looks good in motion, it'll pass

next sundial
ashen sky
#

Yep that's it

#

I guess you can't really control the direction of each individual rain drop to not be in a single straight path

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One key adjustment would be to have it slightly random in direction, but only slightly at high speeds

next sundial
mild stirrup
ashen sky
mild stirrup
#

you tinkered with the textures?

#

the road looks different

ashen sky
#

So it starts off uniform when you're still, then gradually becomes a little random in direction at higher speeds, plus larger streak size/length

mellow rain
#

Damn it's really coming together

next sundial
gritty zealot
#

Project looks amazing so far

low heart
next sundial
next sundial
gusty tide
#

not sure if it was already brought up, but the rain looks a little too thick?

next sundial
#

the denoiser eats all of it if I make it too thin

lost basalt
#

Shame on discord, can only hear the audio but the video js not playingπŸ’”

ashen sky
#

It's so laggy

gusty tide
#

what's the video encoded as? av1? it plays fine for me on my end

ashen sky
lost basalt
next sundial
ashen sky
#

Do rain streaks have any emissive properties set by any chance?

next sundial
inner rose
# next sundial better?

still looks like snow, make it thinner, DLSS4.5 will be compatible with RR eventually anyway

ashen sky
#

How do I describe it but not be picky about how it looks πŸ˜…

It's kind of off putting to me. Doesn't feel natural with emissives. Have you tried setting them as translucent if remix allows?

gusty tide
# next sundial better?

still a little too thick to me, unfortunate that the denoiser ruins the potential for thin particles 😭

lost basalt
#

Looks like a snow a bit yeah

lost basalt
#

Ah nice

next sundial
#

kills them when standing still tho

lost basalt
#

What if make rain translucent?

next sundial
#

there is no alpha / mask / cutout logic so it would render rectangles

lost basalt
#

Maybe make a geometry for rain?

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Very simple one

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If it’s won’t effect performance

mild stirrup
#

Its very lame

#

Going thru the smoke is so cool

next sundial
#

they are pretty long if you ask me

#

mine are already shorter but denoiser is producing more trails then there really are

mild stirrup
#

The screen puddles effect/overlay is cool if you can imitate it