#Painkiller
1 messages ยท Page 9 of 1
Just a pinch
There was a bug that Chapter 3 wouldn't install due to it's different folder structure
Now fixed
And this. I'm sure you can't wait to run it on your PC @vale gust
Fucking hell
I already get it you wanna steal my top secret mods
but you have to try better than that
Alright I give up
Keep your secrets then
YOU WON'T STOP ME FROM GETTING MY HANDS ON THAT DUAL WIELD MOD
oh by the way i have find that pbr material i have apply on one of my vrchat map it's can be nice to the cathedral level or Atrium
If that person not like the RTX render why they have download it just to split venom?
Plus they forget one important point it's still work in progress!
Even Alex from Digital Foundry say it's "keep in mind it's still a work in progress project more improvement and fix will come with futures updates"
@vale gust
@light palm
A PCF developer messaged me
Asked if he could help with how shaders work
who calls Black Edition "remaster"
and yeah, I know they used 1.1, they can be reverse engineered
oh cool!
I'd like to bring him in Painkiller RTX Discord
maybe ask him what the fuck the "warp" shader is
It would be wonderful to collaborate with the talented PK modders who act like professionals.
They could bring a lot to the project, and benefit from the momentum we have been gaining recently!
that would be incredible!
it was not about collaboration, it was about the review of 1
I know
I'm not able to create an invite link
make sure to invite him to my server as well
david has a server?
It is the Painkiller server, you are in it
Wouldn't it be better to create an isolated thread on Painkiller RTX Discord so that it wouldn't get lost?
ahh okay ๐
this is the discord link directly to this thread:
https://discord.com/channels/1028444667789967381/1313627595815911448
oh now I understand ๐
The HQ skies look great, however there is one unfortunate issue
It also disappeares completely sometimes
the reflections still show the un-tagged version which is very jittery
I have almost completed implementation of fully dynamic sky with time of day and moving clouds and so on ๐
so called "transformative update" incoming
soo much be cooking behind the scenes!
I wanna see, V.I.P request in DM
ggoing to be sickkk
VIP access shall be provided good sir
also, all of the lights on atrium are now physics objects, and get moved by nearby explosions and so on
amongst many many other cool bits and pieces
I need to refactor the github to include all of this, once that is done you should be able to test the new changes
you can recompile the bootloader for pyinstaller
reduces AV detections
Who said these are false positives
i mean, if you post malware here you're gonna be banned. so i hope they are false positives ๐
Is this a good result?
yus
No way to reach 0 without signing this python executable?
I see
Thx
If people do not read instructions but open random .EXEs, I am concerned
you already see there are people that don't even like NVRemixLauncher
Maybe the downloader won't trigger much attention
hopefully
the downloader used to be written in python and was always causing issues because of pyinstaller
switched to rust a while back
I used Nuitka and got 2 false positives
but it goes absolutely nuts if you try to make it --onefile
99999999999 viruses
you do need to make it onefile if you intend on distributing just the exe though
we will get even worse reviews if you distribute that
you can never get worse enough reviews with an RTX Remix project
Portal with RTX and Half-Life 2 are about 5/10 each
So we must aim at 3/10 or something

Can I not distribute this? You don't need Python environment set up to run the exe
https://drive.google.com/drive/folders/1n3v6Otw6LhThaWQU4R59Qn36zGA-jClf?usp=sharing
i mean you can. but the problem is that you only scanned the exe. it's possible that the exe actually loading all of these extra files will still trigger AVs
Seems to be clean enough
Just 1 trojan in one of those files lol
Also not flagged by the Google Drive and it's not zipped
Shit
Nvm i'll zip it
why not just host it on github?
upload source code, and then zip this up and attach it as a release
Yeah will do
I just like to host everything about the project on the gdrive
There are lots of stuff
@light palm Wanna test for yourself and post it somewhere?
I suggest you to download the whole mod in one go, cause I didn't test it that way
I tested chapter by chapter and it worked
Okey with a bit chance i will have my key for the closed beta of Painkiller 2025
How did y'all get such great variation in your volumetrics? I've been in a conversation in the Asset Creation thread about volumetrics, where the consensus was that Remix can only do one volumetric setting for a whole game, without a modder having to dive into API calls or modifying the base game. So how you were able to get such great fog in Cemetery without the fog taking over Cathedral?
There's such thing as Legacy Fog Mapping
That picks up on game's original fog values
We change these values for each level
It's easy for Painkiller
So PainEngine had volumetrics already? That is a luck break--I'm working in an engine (idTech3) where the original creators simulated god rays, spotlights and similar effects with translucent textures defining beam shapes, smoke, etc. I'd like to be able to add some atmosphere to different environments (so research facility and a swamp don't have to have the same feel) but it looks like to do that I'll need to go down a real coding rabbit hole.
Yeah Painkiller makes use of volumetrics
And configuring it is a matter of editing a text file

Well at least idTech 3 is open source
If people were interested enough, they could absolutely make it work
PainEngine is not open source and has been partially reverse engineered by XDavidXtreme
Yeah, when I picked Jedi Knight 2: Jedi Outcast to work on I thought "Game from 2002? Minimal shader use? Open source engine? Robust modding community? Even with my minimal artistic or technical ability, I should be able to handle getting this working in Remix!" [Voiceover: "He could not handle it."] But it's inspiring to see what a good team can do. I bought Painkiller the other day to play the vanilla game for the first time, in anticipation of your 0.1.6 release--and the way your team's work has heightened the atmosphere of the game is incredible.
It takes one nerd locked in a basement for several years
David did an amazing work
He completely disabled culling and solved some issues that prevented the game from even launching with Remix
I don't really know if it's useful to know, but Painkiller has a hardcoded framebuffer of 640x480
And Remix was having trouble with it
Recompiling the Engine with a proper values made it possible to lauch the game
In idTech3 world we have @quasi salmon as our resident technical guru, without whome I woukld have been unable to get Remix to launch. They've been an absolute godsend for all the projects using that engine. I think all the engines of this era ran on almost entirely hacks and hope, so being able to get them play nice with modern tech is a rare talent.
Poor OpenGL souls
It requires some bloodmagic to make it work
"work"
This is crazy
People can finally download the fuckin Toolkit
took a couple of years to figure out 
Yosuke Nathan has given his leave for us to keep on using his art for any purposes, including promotion and collaboration with NVIDIA
We talked just now, he left the server a couple of days ago
Why did he leave?
#showcase message
what warning
Check the comment section
My let rabbit trying to escape from my rabbit magnet before accepting its fate
Bliss
Painkiller is a reimagining of the classic franchise, featuring co-op play for up to three players and full offline support. Fast paced Doom like co-op shooter action. Performance is very optimised I was playing in 4k 60 fps everything maxed out on an rtx 3060(12GB) NO NDA WAS BROKEN
somebody leaked gameplay video, I don't believe this won't break the NDA
Just how edgy the dialogue lines are
"Killing demons? I'm in"
๐ญ
Daniel had been frustrated and he hated being in there, Castle Samuel cutscene shows it well
They lost even this little element
I find it worse how they just casually speak to an angel like Metatron like it is their homie
and they force you to wait through the dialogue
when i have try the beta and i have be so bored at a point i have unistall it and i was the first to give it his chance
Painkiller was somewhat accurate and invested religiously, they couldn't even get that right.
I wonder what is the actual original name of the project
It wouldn't be that hard to replace some guns once they've been told they're making a Painkiller game now
actually, Metatron is an archangel, which means he is even above Samael in rank
and he just casually speaks to them like he is rooting for them
if they not revisited all the game that new painkiller is fucked up. People Can Fly should never seperate themselfs of that franchise and keep it for them. During a period around 2005/2006 it was question of a Painkiller 2 but it was cancelled
Thankfully we have THIS https://youtu.be/UgGJrfMQDL8?si=qTYYBv89fR0J3JXh in hope it became official and at steam in a close future and with the coming update 0.1.7 it's will be even more great
A lot of people wish it becomes official, but it seems that the IP is in like company hell
Plaion owns subsidiaries that own subsidiaries that own Anshar Studios
it would take like 3 upper levels for it to be approved, and the interest will get lost like after 1 level
hmm until the moment they not made like nintendo and say "heeeeey no no painkiller belong to us you cancelled that"
but with the spotlight on it give by digital foundry they have clearly see the project and they have say nothing so it's mean they are not opposite.
Fun fact Painkiller Hell war was planify at PSP PS2 and Gamecube but the psp can't handle the game the framerate was very unstable at ps2 when a lot of physics objects was active and the gamecube was cancelled cause of the storage capacity of the mini-dvd so only the Xbox have right to a console version
i'm surprise to see people want play at painkiller rtx at steam deck but they forget the machine use a amd chipset and can't handle RTX of nvidia. Even the Nintendo Switch 2 have better chance because it run on a Nvidia chipset with the same architecture of RTX 3000 series. plus the big boss of Nvidia have confirm the chipset of the Switch 2 is compatible RTX and DLSS.
Me i vote for a Switch 2 version of Painkiller Remixed final 1.0 at Switch 2
Binq will need a lot of coffee
It barely runs on 4090, and you want Switch 2
and did we have the source code donated and are we not aware of it
In fact Steam Deck is RT capable
We made a mod using the new NVIDIA Remix dxvk that added better RADV support, this give us a huge boost in performance for AMD on Linux.
Using this, we have made a mod that contains the dxvk to patch Portal RTX for Steam Deck, we have also included custom presets based off our research
Mod downloads:
https://www.nexusmods.com//mods/37/&game_i...
interesting
I need to update that video ๐ญ
i joking of course even if i love my switch 2 i know the hardware can't run a full path traced game. software solution like Lumen or with RTX using ONE effect like shadow or reflexion but not the both in sametime
I feel like the main limitation would be Memory, Steam Deck eats through a shit ton of Memory running pathtracing and the Switch 2 only has 12GBs and only 9GBs are available for gaming
Other than that, Iโve ran Remix on worse
Tho, 1.0.0 introduced a bunch of memory saving features
(Hmu NVIDIA, Switch 2 runs Vulkan)
ILL made a better Painkiller than Painkiller 2025 and ILL is a survival horror fps https://youtu.be/ZBPi85S2MmA?si=dJJywzbCgTZD7U0c
WISHLIST NOW: https://store.steampowered.com/app/1757350/ILL/?utm_source=yt-mf&utm_campaign=announcement
ILL is a realistic first-person action horror game that takes you into a dark fort overtaken by a mysterious entity. A grim story, unpredictable monsters, a visceral dismemberment system, and realistic physics create an atmosphere of relentl...
Looks neat, but how is this Painkiller?
Painkiller 2025 or ILL?
For ILL it's still in dev but it's a real new gen survival horror action fps with a physics pretty evolve with dynamic ragdoll system and procedural mutilation system like the FLESH of Dead Island 2 in more gore
Both of them bruh
Painkiller 2025 you know my feel of that game it's must be delay to be remolded or cancelled to do a better Painkiller a real one. imagine a mix with the original Painkiller and ILL
ILL looks like that sort of survival horror games where you can't neither sprint nor jump
Painkiller is an entirely different thing, boomer shooter if you like
yes true but in term of gunshot brutality ragdoll and physics on the maps i feel a little Painkiller vibe plus at some moment ILL look like to have a lot of enemies at screen imagine when you finish the game you have infinite ammo and all weapons or a horde mode whith waves of monsters
what's the progress
Hello, you must be a newbie
yes, first day in job
for 0.1.7 some assets have been remastered, the sky's clouds rotate and should obstruct the moon/sun which will change the light on the level
some Painkiller bug fixes
did you plagiarize Nathan's work?
I'm surely cautious when my old logo is used 
sendme the new one to me i can add it
Furry i guess 
yes i'm a furry i assume it at 100% + lgbt and i damn love brutal game like painkiller
here we go your logo is on it
๐
Ew furry
Smh
I hate them!!!
The mamagen is not a furry maybe?
The illusive sarcasm
ah ok. sorry i'm sleepy my brain work at 35%
A mod for the final version of Painkiller rtx with alastor with cat ears
Oh please no
Meh...
...boring.
Lambda fps . exe with the name painkiller on it https://youtu.be/-a4ywaWme2M?si=CuiS-D1rhmrmZ2ww
Eternity is a lot of time to kill. Good thing youโve got company.
Enter the gates of Purgatory on October 9, 2025. Available for pre-order now on Steam, PlayStation Store, and Xbox Store: https://saber.games/painkiller/
Pre-orders will receive the exclusive Iron Crusade character & weapon skins pack.
#Painkiller2025 #CoopShooter #UpcomingG...
Hey guys, sorry for the confusion, but this is the channel for the Painkiller game 2004
this is a game that coincides in name with Painkiller
you have to replace the bastard with something else
yeah, it gives me pain that kills me
We need some Klaudiush from Anshar Studios to explain why on earth their game is called Painkiller
the most common feedback of the game was "change the name"
so if they don't do it, I can say they don't listen to feedback
they probably can't in any case
seriously, they could do new IP, like "Devil Digger" or something, but no, Painkiller
๐ฏ๏ธ
in my eye's it's RTX remixed the real comeback of painkiller
just you wait until multiplayer levels are being worked on
multiplayer
Painkiller RTX MP sessions
nobody's going to play MP on this
hush
it's hilarious tho isn't it
it would take 13 people to draw "DUPA" using electrodriver's lightning
I think you can solo HUJ
It's 8 dudes minimum wth
It's not a reboot when the very core concept is entirely different
It's a different game alltogether
wanted to see how he would react to that word, so i took your words
yeah you see... there's a reason your message was blocked
don't do that again
I think it does. You do a reboot to revise some points that got old
Painkiller's Purgatory liminal spaces do not feel old/dated by any means, it's a cool concept
They absolutely did not need to scrap it
They haven't been trying to make a proper reboot, otherwise they would've known that the original idea is the coolest shit ever that is ahead of it's time
It's simply a different game with a different point to it
Will you rip and tear if there will be a character named Daniel
You know, in a game called Painkiller
its like make Doom reboot, and not bring Doom Guy in a capacity
its like making Modern Warfare reboot and not bring back Captain Price
Doomguy was a freaking 16x16 2D sprite and they brought it over
Daniel is a full scale cinematic character
And he's not in the game
Madness
the only 3d model of Daniel Garner can be use it's the one of Hell & Damnation
those new devs can make new model, they made those new clowns from scratch, it won't be a problem to remake Garner
what is this rage bait
"does not have normal human characters"
Daniel, William Bill Sherman what are supposed to be
unless they imply white men are not normal
The guy's probably one of those a bit clueless people who played some game called "Painkiller" 15 to 20 years ago and found that some old name he played so many years ago is getting revived in 2025 so it's automatically "cool"
Not sure why people who don't even remember the game engage in arguments
I don't know why people who didn't play the game engage in arguments
good thing the game aligns with the discriminatory views of the modern audience
it got something right
Daniel's appearance is a bit nazi to my liking

Yeah, right, Nazis wore leather jackets and jeans during the WW2
I bet his jacket is made by Hugo Boss
Well at least they cut the Volkswagen motorcycle
bruh
What?
The guy clearly stated that the new characters have kinda "PK vibe", however he can't compare them to any of the characters from the OG game (?)
And when presented with the actual OG characters to compare, they are wrong somehow (?)
he literally made an irrelevant statement after calling your question irrelevant.
you were talking about the characters being normal, he talks about how they don't work in Multiplayer
modern audience nonsene arguments again
Guys, circus is only growing more
Is there a name for a strategy in an argument where you spew random words that make no sense to stall your opponent into confusion
So that you can't even properly compute what has been said
I believe they are just some bot accounts scripted to talk about the game
Sadly no, its real people in Croteam server, deadkadath is a guy in Timelock studios, meaning he is somehow responsible for Serious Sam Siberian Mayhem
that is even more disappointing
Exactly
did he join after Siberian Mayhem got released right?
Fuck
because I don't really get how the leather jacket/being badass makes it not work in multiplayer?
Culture shock
He is lead at its studio, so i doubt it
You won't be able to comprehend what is wrong about it
sigh
I think he is just sabotaging Painkiller
it's a competitor after all
I believe he is the guy who got the harpies censored in SS4
yeah, like the tyrannical Mental would invest into bras and underwear for some pawns
damn, he might be wrong about characters, but at least he got that right
don't forget you can refund it
Hell naw
39โฌ here
i know euro sucks
@noble beacon so you are from Ukraine
Nay
I switched to Ukraine because many games are not being sold in Belarus
isn't that against ToS
in a way?
Well you are not allowed to feign your region
i'm doing this for 2 years already since 2023, me being Russian but my Steam account's region is now Kazakhstan
yep
๐ฏ๏ธ
Don't write him a thankful email though
There's a good chance he will read
i won't, never had a wish
i have my account since 2016, i ain't gonna lose it just because i wanted to thank Gabe for not noticing that i changed my region
Painkiller being my 18th purchase, bought on August 25th of 2018
(oh those times when i was able to pay straight from my phone's balance)
Painkiller was the first thing I bought on Steam
my first thing to buy was FlatOut 2 back at October 5th of 2016
(account itself was made at July 18th of same year)
I am still able to pay for whatever I want
I even pay a Patreon subscription that is blocked in Belarus
huh
Belarus never got excluded from SWIFT
We still have Visa and Mastercard operational
It's just that some publishers block their games in BY
i got less lucky, as i live on country that got same sanctions as Russia as a whole
Isn't Russia the most sanctioned country in the world?
i guess
Kรถnigsberg?
one of cities of Belgorod region
fuck
Sell your property and move to Belarus, we still have internet and means of transferring cash abroad actually working
a superior country
i won't be able to hold only on potatos 
Feeling nostalgic? I'm showing off my physical PC copy of Painkiller! This classic first-person shooter brought so much chaotic fun to early 2000s computer setups. Do you remember playing it on PC?
Are you able to turn down the parallax on the cobblestone? Idk it feels like itโs a bit too deep and a sharp, rather than a subtle effect of depth
I just realized Iโm replying to a message from February
Yes
Many surfaces require configuring the displacement values
Ya, just mentioning cause it looks a little, off if that makes sense, too high on the parallax scale for the cobblestone
Also this particular displacement map is AI generated, not really accurate
You can really see the difference between handmade high quality materials taken from Polyhaven and AI generated PBRs in game
Not that AI PBRs are shite or anything, it's just that displacement/height map generation in particular is not that great right now
Eventually ๐
We are a small team, if you like, you can easily fix these things in toolkit and contribute to project ๐
July is here how @light palm feel to finish the update 0.1.7 right now https://youtu.be/ZbR5WcyWl18?si=gs43_xcnjctexvQv&t=11
Lost time is gone forever.
From the Majora's Mask Soundtrack by Koji Kondo.
in sametime i want made some other video of it but i want wait the next update to do that because it's will be more advanced in a lot of things and fix missing things in the actual version
if only you were in the painkiller rtx dev discord ๐
so many patryk the cat photos
i would love i'm sure i can arrive to assimilate how work RTX remix toolkit but i'm slow to learn things and with the contest the only thing i will do it's slow you down and i will not forgive myself if you loose by my fault. i'm sure when we have fully understand how remix toolkit work we can do cool things and when the contest will be finish you will have the mind more in peace and work on the futures updates in more chill mode and we will have more time to see how i can use it to help with the project but right now i will only slow you down. it's have take me more than 2 years to really assimilate Unity
Funny heavy metal cats
More funny vids at: http://www.vida.tv
@light palm Does painkiller use any Remix API lights?
Yeah, I can send you a repo of the project if needed. All the Remix lights are defined in usdas that have the "Lights" suffix
so not using the Remix API, just using the mod.usda to add lights.
Are there many lights attached to animated / moving objects?
Not sure, sorry. We'd need Binq to be online (the guy is in Australia) or for you to take a quick look at the repo. There's been a nice refactoring process so everything is in order
Do you know if he's been changing game code to directly send custom lights to Remix?
I do know that flashlight and muzzle flash are implemented in a way that game's LUA scripts spawn meshes to anchor Remix lights to
Otherwise I don't know a lot about how lights work in the project
If you're doing that, then you're probably not using API lights.
I thought that by "Remix API lights" you meant spherical/rectangular etc lights you place in the Toolkit.
But yeah, I can tell for sure we're not using API
It's all mostly manual game modding to make it do what we need it to do
hence flashlight mesh spawning when you press the key
PseudoPolish casually leaking
I confess
I leaked SphereLight_Flashlight1 and SphereLight_Flashlight2 intensity parameters
Now everyone can make the same exact flashlight
Actually there's SphereLight_Flashlight3, meaning it would require some tweaks to replicate the same exact flashlight
โผ๏ธ even more leaks!
I'd better keep quiet or I'll accidentally reveal that there will be Patryk the Cat easter eggs all over the place in the new mod version
Just using usdas. There are hundreds of lights attached to moving objects ๐
I think I've found the problem, but it's one of the cases where the problem happens long before it actually causes a crash, so I'm not certain. I'll have a debug build up shortly that hopefully one of yall can test out
Debug builds for breakfast ๐คค
What's with the sleep schedule mate, is it just me or your active hours are drifting back and forth
He's not in the server again
Could someone test this d3d9.dll (needs to replace the one inside the .trex folder) to see if it fixes the crashes yall have been getting?
Testing now ๐
A reassuringly long testing isn't it
Looking good so far, have not crashed!
Shoot some shotgun, it's a stresstest
This one popped up
Well it's something
well... that's new and seeming completely unrelated. great ๐ฅน
definitely more stable!
go ahead and let it crash, then send me the dmp?
actually, just try to ignore
you probably don't normally use a debug build, that may just be a harmless assert
I could not find a dump, only these:
have you searched in AppData/Local/CrashDumps
did it actually crash?
I pressed ignore and then received the standard error message with a crash
It means that it did not crash?
I believe so, but I did alt-tab a few times. I will try to trigger it again
err: Too many decals in this scene to sort correctly, may see some decal corruption issues.
hmm... you have more than 255 decals at once. not a huge deal, but be aware that those may not draw in the right order.
Should I use dxvk.enableAftermath = True in dxvk.conf, or client.setExceptionHandler = True in bridge.conf?
I don't see anything else in the logs.
umm, why not both?
will do
so overall you're seeing it more stable than before, but after a while of testing you can get that light assertion?
Yes, exactly
that shouldn't crash by itself...
why is the limit so low, you can create more than 256 with just the Minigun
retest underway!
we only had 8 bits to store the sort order for the decals. But with something like bullet holes for a minigun, the order probably doesn't matter as long as it doesn't flicker noticeably
Crashed almost immediately this time, directly to:
well that looks like it should have a dmp at least
dmp should always be next to the exe
I mean, make it 16 bits or 32 bits, I don't see why we have to be 8 bits stingy
actually, forget that, it may be in other places
i think the aftermath setting makes it show up next to the exe
I am going to do a quick test on an unmodded painkiller, just the runtime
you remember that one crashed just from the startup assert
I will use only the startup assert and level load assert engine patch
you forgot to equip the Dexterity card
So much more stable though, before it would crash almost immediately when turning flashlight on
the dump you sent is just painkiller's not the actual remix runtime's, so not really much I can get out of it.
It's possible the assert you saw was related, but it's also possible it's something that was already there.
but that assert shouldn't directly cause a crash
no crashes on the "unmodded" game just with the runtime
now I will try with the 120 lights spawned every time you fire the grenade gun
(generic painkiller crash)
the varg vikerness background music
Okay I get it too now
does pressing ignore allow you to continue the game?
Yes
This one shows up with the usda replacements active, but base game not modded
Ignoring allows me to continue
yeah, I've gotten that one in my testing, working on debugging it
OK now i got a crash
I suspect it has the same source as the light error - that lights / meshes that have been deleted are still being used somehow
no crash dumps
you're using a build I made locally, it's possible the dumps are some compiler flag only set by the automatic builds.
I'll debug the crash I can repro locally, hopefully it'll be the cause of both of these errors. Will have a new build when I can track it down, but that may not be till monday
No worries Mark, love your work, thanks a lot for looking into this for us!
If you need anything, message me any time. If I'm asleep I will see it when I wake up ๐
Huh, got this same one again, but this time Ignoring makes it pop up indefinetely
Interesting.. there are a lot of meshes, specifically on that one level which are replaced with the base mesh hidden
i will run a test where I remove only all of the models/meshes overrides and keep only the lights and materials overrides, see how that goes
that could just mean it's hitting the same assert every frame. On a release build you'd never see that
I remember at some point we had to specifically use debugoptimised build cause it would allow to ignore the game launch assertion that troubled us back in the day
It wouldn't launch on release
Support Painkiller RTX!
https://www.patreon.com/c/Binq_Adams
The thumbnail is nothing short of a legend

Really makes you want to play that mod isn't it
new build to test. I haven't been able to repro the 2nd assert yall found anymore, so maybe the 1st is fixed too
@light palm ๐ FYI
Will test now
could this type of setup be causing issues?
over "RootNode"
{
over "meshes"
{
over "mesh_BBA7D432F230F902" (
references = None
)
{
def Xform "ref_acf72655f571468a812d3d625d69da5c" (
prepend references = @./assets/shared/models/mesh_BBA7D432F230F902.usda@
)
{
custom bool IsRemixRef = 1
double3 xformOp:rotateXYZ = (0, 0, 0)
double3 xformOp:scale = (1, 1, 1)
double3 xformOp:translate = (0, 0, 0)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ", "xformOp:scale"]
over "XForms"
{
float3 xformOp:rotateXYZ = (0, 0, 0)
float3 xformOp:scale = (0.01, 0.01, 0.01)
double3 xformOp:translate = (0, 0, 0)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ", "xformOp:scale"]
}
}
def SphereLight "SphereLightHealthNormalOrange_HC" (
prepend apiSchemas = ["ShapingAPI"]
)
{
float3[] extent = [(-250, -250, -250), (250, 250, 250)]
color3f inputs:color = (1, 0.85, 0.38)
float inputs:intensity = 100
float inputs:radius = 5
float inputs:shaping:cone:angle = 180
float inputs:shaping:cone:softness
float inputs:shaping:focus
color3f inputs:shaping:focusTint
asset inputs:shaping:ies:file
double3 xformOp:rotateXYZ = (0, 0, 0)
double3 xformOp:scale = (1, 1, 1)
double3 xformOp:translate = (0, 0, 0)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ", "xformOp:scale"]
}
}
}
}
this is on sphere meshes, which are attached to bones, which are animated
should be fine
I suspected one of the areas that was causing problems was the copy step we do when we identify a similar light that moved, but it turned out that was only for game lights, not replacements.
Ahhh interesting
and the errors you were getting were definitely from replacements, so unrelated
I really want to re-write how our entire draw call / light retention system works, but it'd probably take a long time to make that feature complete ๐ฆ
I suspect everyone else has gone home at this point, so not much chance of this being merged before monday. I'm about to sign off myself, but if yall can test that build over the weekend, I can see about getting it merged on Monday morning.
You stay where you are
We have a conputer game to fix
At the moment the mod runs without crashes when removing all of the mesh replacements from the usdas
Well of course it does, the changes I made are to... tracking replacements.
I suppose it's good to know that the error is in lights that are parented to meshes, not lights parented to other lights
oh, you posted a crash up above, missed that
True. We're making good progress I think, I'll put the mod back in piece by piece to narrow it down, and see about it when you get back on Monday ๐
That crash was with the latest d3d9 I sent?
Yes
Wait
maybe not
OK actually Yes
got the dump up and working, so lets see if I can figure out what went wrong
4.76 GiB / 128.00 TiB virtual (current process)
Nice, 128 TB memory ๐
Certainly putting that card to work
An observation
It crashed for me the first time I touched the checkpoint, but it didn't crash on the second try
But it crashed upon touching the following checkpoint
what happens on checkpoints? unload an old section of the map and draw a new section?
We render the whole level every frame
Effectively just saves the game
checkpoint is also an action used for some gameplay features, like spawning enemies
Gamesave does something like this:
most probably unrelated
AFAIK generally checkpoints arent used like that, but I have not checked all of them. It's usually a trigger box after the checkpoint that starts the monster spawns
TLDR: (One sec)
ah, so hitting a checkpoint starts spawning in the monsters, which have all those replacement lights attached?
I don't think so, I will check
No, I don't think so
I do believe it is possible to make it behave like a trigger for gameplay, but it's not usually used like that
The checkpoint itself does disappear however, and there is a mesh attached to a bone on the animated checkpoint, and there is a light attached to that mesh. The mesh is attached through game logic, not remix. The light is attached to the mesh through usdas
try this one out
On it
Crashed on the checkpoint
It also seems to be not universal for every checkpoint ๐ฆ
Crashed on checkpoint
This time I tried the one I didn't touch before and it did not crash, but then I touched the other one and it crashed
Damn ๐ฆ I'm gonna have to get back to this on Monday then.
Thanks for your help mister! Have a good weekend!
Saving our asses from disqualification here lol
(For Later)
Assert rtx_lights.cpp line 1052
"Expression: false"
Assert rtx_lights.cpp line 1052 was when looking at the checkpoint light with Light Statistics> Enable Debug Visualization turned on
New assertion, just before the checkpoint, had not hit it yet:
.trex\d3d9.dll
File: rtx_types.cpp
Line: 117
Expression: m_replacementIndex == replacementIndex && "single prim is being set to multiple replacement indices."
Can you do something to the checkpoint light?
Like do random things with it
I can give it a top hat and a cane, if you like ๐
Sometimes you just need to press random buttons to fix the issue
reimplement the light
make it green

To conclude, this is the best iteration so far
#1313627595815911448 message
I can actually play the game enough to record some proper SSS footage
It crashed on Release
Not the checkpoint (they work in the first version of d3d9.dll), those other asserts I suspect
Crash when about to pick up a "green soul" which is another skeletal animated object with a mesh attached to a bone through the base game, and a light attached to that mesh
I've had that too, but only once
For future reference
[14:24:23.225] warn: [RTX] CameraManager: FOV of a camera changed between frames
Installation: no custom game files except for engine.dll. Full remix mod.
Crashed while shooting chaingun.
dxvk release Build 870 (fec440c) (non-custom directly from actions)
ah, it's actually hitting one of the asserts I added to try and find the source of the problem so that's actually a good point for me to start debugging from.
Does that mean the subsequent posts you've made were on painkillerTest.zip, or on the latest painkillerTest3.zip?
i did a bit more testing, I get crashes when I have nothing but these layers>
It's probably only one of them, but I didn't narrow down further
Every Binq's message is on the gh action build I believe
I was testing on just the standard 870 build
i will do a test now with just those layers on PainkillerTest3.zip
well, this message is definitely not 870, that's an assert I added for tryin to track down these issues.
okay, so the dumps you posted are 870, but the assert was from my test build. I've already fixed at least some errors in 870, so dumps from that aren't really useful in knowing whether my fixes are actually fully fixing your use case
Alright I will test with only PainkillerTest3.zip ๐
thanks.
I have a sneaking suspicion (unconfirmed) that the crashes basically seem to only occur when there are >1 of the the floating green souls in the game world
ill test with just that layer
BTW - after the assert you posted about, did it crash, or just continue playing?
No i don't believe so
I could continue
It may have crashed later. I think it's best if I just get you clear well labelled data
I've been getting crashes in Atrium start room, so no
on 870 or Test3.zip
I am using bridge etc from 870 and placing Test3 d3d9.dll into .trex, overwriting (From now on at least)
โฌ๏ธ please be clear about which version of Remix you're seeing crashes on when posting about it. painkillerTest3.zip has already fixed crashes that I could repro 100% on 870.
I'll test again to make sure
Does this technically count as cheating since nvidia devs are helping with a competition project? /hj
Test3.zip
Crashed the instant I fired the shotgun icebullet, which is an effect where I have modified the base game to spawn a tiny anchormesh to a particle effect.
I have attached a light to that anchor mesh.
I believe it might be this light:
over "mesh_203F4824544DAF67"
{
def SphereLight "BlueSphereLightMegahealth_HC" (
prepend apiSchemas = ["ShapingAPI"]
)
{
float3[] extent = [(-5, -5, -5), (5, 5, 5)]
color3f inputs:color = (0, 0.04, 1)
float inputs:intensity = 100
float inputs:radius = 0.05
float inputs:shaping:cone:angle = 180
float inputs:shaping:cone:softness
float inputs:shaping:focus
color3f inputs:shaping:focusTint
asset inputs:shaping:ies:file
double3 xformOp:rotateXYZ = (0, 0, 0)
double3 xformOp:scale = (1, 1, 1)
double3 xformOp:translate = (0, 0, 0)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ", "xformOp:scale"]
}
}
I'm fixing a regression I caused, painkiller is just the best repro.
It's not just us getting these crashes I believe, so should help remix in general
ah, so it is affecting other games too? do you know which projects?
Epic
Not sure which other projects, I have a vague recollection of a response to a post in general where someone mentioned they had the same issue
I will try to find it
this dump just let me find a definite error in the code, so I'll have a new test build up shortly.
#general-remix message
(may be one of the classic cases of 1 character being wrong - a == where I needed a !=)
hey at least it's not a race condition ๐
but maybe the issue where once in a blue moon, an attempt would be made to load a replacement texture where some characters at the end of the filename are different ๐
testing underway
@grim tapir FYI - we're trying to debug the crash you mentioned getting in this post:
#general-remix message
painkillerTest4.zip above contains a build of d3d9.dll (to be placed inside the .trex folder) that may fix the crashes. I'd be grateful if you could test it with your project and see if you're still seeing crashes.
Test4.zip
Crashed when I clicked to enable visualisation of the debug lights, as i felt perhaps the lights were no longer showing on the shotgun icebullet.
Further testing underway
actually the light doesnt look like it is there on Test3 and I believe i removed that layer, so ignore this icebullet speculation
hmm, I think that the debug light visualizer has some kind of threading related crash, and that's certainly what the call stack points to. Trying to access the lights on the UI thread, while that light may be deleted on the main thread.
may as well toss a mutex in there to make those threadsafe, but unrelated to the crashes we've been trying to track down. Has it been stable otherwise?
Seems more stable so far
Checkpoints are no longer crashing and I can't trigger any asserts yet
You do this
PKWEAPONS
PCMEGAAMMO
PCMEGARELOADSPEEDFACTOR
And spam stakes with a stakegun and boltgun
It seems that that way i've been able to trigger assertions more consistently
Nothing on Test 4 yet
But don't spam too much, it'll crash the game itself
So far so good, one level complete without issues
I'll go ahead and start the process of getting this reviewed and merged then.
please ping me if yall hit another crash or see an assert
Seems good so far, thanks for your help kind sir
Will do, after I'm back home from work ๐ญ
ah, it's probably going to get merged to main sometime today, so may not be needed.
Ok sorry lol๐ฌ
no worries, the painKiller team has had a pretty consistent repro
So I managed to trigger this one a few times on Test4 with some heavy artillery (excessive grenade spamming using cheats), but it did not crash and let me ignore it
Repro is not consistent, it may trigger right as you start holding the button, and at other times it's all good until the end of the level
So I triggered it again and crashed it on purpose (hitting Retry) to generate a dump. Not sure how useful it is hehe
yeah, I think that one is fine, and probably not related to my changes.
found a bug with painkillerTest4 when I was trying to submit it. If y'all have time, it'd be nice to have verification that this build still fixes painkiller, since it's what I plan to actually merge
What kind of bug if I may ask?
Binq should appear soon to do more tests, it's 3:04 AM for me
one of our tests had two separate draw calls that both contained the same replacement mesh at exactly the same transform, which confused the tracking logic. The 1st draw call was being kept around by anti culling
That sounds particularly interesting because we don't use Remix anti culling measures
two live draw calls doing the same thing would have caused the same error
but games are generally pretty good about only drawing a given object once on a given frame, so that'd be a rare case.
@light palm Australia do you copy
probably too late to get it reviewed today, so I'll aim to get it merged tomorrow
Okay then,
Huge thanks for spending so much time on this, we can't express the gratitude enough
I broke main, so I need to fix main.
Big thanks to yall for being QA for me!
I've been using this one for a while now, some asserts here and there, much more stable than 870
@light palm
ACHTUNG!!!
Test5 crashes on checkpoint
I just tried it myself for the first time
100% consistent
the "need to fix it 3 days before release" PTSD kicking in
damnit... I clicked merge literally 1 minute before I saw this message ๐ฆ
GGGGGGGGGAMES\PainkillerBlackCOMPETITION
You will never mention this again in my hearing
that checkpoint worked on 4 but not 5?
Correct
Mr. Adams I suggest that perhaps you should begin wrapping up the foockery around alpha blending and whatnot and start on packaging and testing the overall end result
2 days left to actually play the game and discover all the deadliest bugs
wrapping up the foockery around alpha blending and whatnot
๐ญ
Can you actually retest this on this action build once it finishes?
https://github.com/NVIDIAGameWorks/dxvk-remix/actions/runs/16304793961
The callstack in your dump points at a function I deleted, which makes me think I messed up in creating painkillerTest5.
No checkpoint crash here!
Testing further
okay. I must have just compiled old code or something when I made painkillerTest5. phew.
I checked and the size of all the painkillerTest files you sent is different
If it matters
yeah, size will change every time I recompile. I think I just compiled the wrong branch or something
I'm juggling a lot of different stuff atm
Crashed when spamming grenades with no dump generated
I tested on Release so there was no assertions
It's that situation where I would expect an assertion to appear on debugoptimised
Could it be that Remix doesn't ignore some asserts and just crashes?
I mean there was a reason why we used debugoptimised to ignore the game launch assertion back in the day, it just wouldn't launch on Release
Should I get a dump? How do I make sure that it genererates, cause it's a pain to reproduce it. It might not even be related to the grenades spam really, as that is the only way I've been testing ๐
Which assert were you seeing? I suspect that crash isn't a regression caused by my MR
the rtLight direction one?
#1313627595815911448 message
yeah, pretty sure that's unrelated to my changes
and those types of asserts are warnings for when the data is in some unexpected state - which often means memory corruption of some form or another, which can easily result in a crash later.
v0.1.7 Released!
https://www.moddb.com/mods/painkiller-rtx-remix
I just tried to play the first level, "Cemetery", and the flashlight doesn't work! also I cannot open the alt-x menu in-game, it only works when you are on the game's own main menu
Go to Bin/.trex/bridge.conf and set client.DirectInput.disableExclusiveInput value to True
Don't forget to delete the "#" symbol in the beginning of the line to uncomment it
That way Alt+X menu should always work
Not sure about the flashlight, have you tried both F and L keys?
We rebinded it at some point I think
I can hear the switch sound of the flashlight when I press the F key which it is bound to according to the game menu
Huh, something's wrong then
Does it work on other levels like Atrium?
What version of the mod you are running? Base ModDB file and assets from gdrive must match. There is a possibility that flashlight might break if you apply 017.1 fix without redownloading the assets
i literally deleted everything in the game folder under Steam, made Steam reinstall the game, applied the 1.66 patch, then unzipped he contents of PainkillerRTXv017.7z and PKRTX_Assets_v017.7z into the game directory
Don't apply any third party patches or mods
@north kiln does flashlight work for you? You're running v017 I suppose
i opened up Atrium Plaza and this is what i see
What if you press O key?
wait im reinstalling the game now, to try without the 1.66 patch
This is very weird cause it looks like the game is using the original unpatched Engine.dll with culling enabled
It should work if I send you the patched Engine.dll (it should be included with the mod though)
Perhaps we put the wrong file in (?)
I saw this screen space culling effect when I was playing the Hell level on 0.16 RTX Remix with 1.66 Painkiller
Now I am reinstalling Painkiller and RTX Remix
btw what is 'PKRTX_Assets_v0171Hotfix_Part3.7z' ?
If only I knew
Binq Adams shenanigans
We're struggling a lot to properly upload the assets for people to download
It always fucks up somehow
PainkillerRTXv017.7z and PKRTX_Assets_v017.7z should work
ok I'm unzipping them now
i've never seen my CPU usage to up so high while unzipping before... its huuuge
You're not unzipping the .pkg files I suppose?
no just the .7z files into the game directory
Google Drive splitting a large file into many archives is a mess
looks like it all works now, the 1.66 patch was the culprit
Yeah, we have some very specific fixes to make the game do what we need it to do
Third party patches are not welcome
btw , in the Developer Settings menu, under Lighting -> Indirect Illumination -> Neural Radiance Cache , uncheck 'Include Direct Lighting' ... it makes the bounce lighting from the flashlight more responsive
yes with 017 the flashlight work
whose idea was it to turn the flashlight into a pentagram?
also is there a console command for increasing the range, brightness, angle, etc etc of the flashlight
increasing the angle would be kind of helpful since i play with a wider FOV
There's no console command, but you can tweak it in Bin/rtx-remix/mods/PKRTX/PKRTX_Shared_Flashlight_Pentagram.usda
okay there is 'flashlight' and there is 'flashlight_pentagram' ... is there a way to switch between the two?
Just rename or delete PKRTX_Shared_Flashlight_Pentagram.usda
Shared_Flashlight_Pentagram.usda๐ณ you are basically livecoding the shape of the pentagram , like a visual artist or something
Binq Adams' work
now if this .usda format allows variables ... for example, float inputs:shaping:cone:angle = 2.5 * variable
and if we can assign the variable into something we can control from within in-game
they freak me out everytime
btw the original Orphanage level had a special 'flame torch' light effect on the player... I was hoping that it would be recreated in RTX Remix, instead of having it get replaced by the standard flashlight
It's super easy to implement @light palm 
and one more thing... this might not be RTX related but can you mod the player's jump height in Painkiller, or change the movement logic in some way... so that the secrets are easier to get
i think it's touch the source code of the game itself. rtx remix is mostly here to injected things the engine of a game can't do like realtime path tracing pbr materials or high poly geometry assets
when I was playing vanilla Painkiller with Randomguy7's fix compilation, I could grab all the secrets without too much trouble
are the paramaters for the player movement accessible via modding? like not RTX remix, but just plain modding
like I saw mods for custom levels, game modes, etc etc ... surely theres a way to just make the player jump a bit higher in the original levels
after i don't really know the tool . i'm work at unity and blender and i have a bit learn unreal 2 and 5 i must learn how to use well the tool if i really want participate to the dev
yeah hopefully we can address this, because the player movement logic is fps-dependent, so if there is a mod to compensate for that, it would be great
for example this secret ... https://www.youtube.com/watch?v=8q2LEBQf6yU&list=PL6E0D3AAC8AA1ECA4&t=37 ... it took me so many times to jump into that damned hole
All secrets from the Catacombs level. Visit http://pkzone.org/
It is absolutely possible to change movement via LUA scripts
There's a SetPlayerSpeed function in CPlayer.lua that affects horizontal/vertical speed (?)
In any case there's a console command PCCustomJumpFactor that changes jump height so yeah it is possible
wow so i'm at the Atrium Complex level and it looks really modern
really heavy on the FPS too... I had to turn the preset down from Ultra to High
the reason i put it on Ultra preset is because in the Town level, the flames don't give out so much light unless its on Ultra
I'm not sure if it's tested properly on any preset other than Ultra
sounds like you are not using the custom engine.dll and / or .conf files and / or .lua files ๐
It was unofficial 1.66 patch
just delete flashlight pentagram file if you want to remove pentagram
it is easy to implement, yes! let me know once it's done ๐

love your work carmatic and mora keep it up mates, wicked good feedback!
i am so close to a volume culling patch
on revision (let me actually count these)
56
jump offsets are slashing my hips
we could literally just copy the moving flame logic from atrium remixflame lua
just for context
9 conversational tricks to make people call human resources
You fixed the pile of shite
I skipped a tear
i will miss it
McG might have fixed it ๐
๐คฏ
yank train
lmfao
we can definitely turn those up quite easily in the toolkit
so many tweaks which would be nice to make, at the moment personally im focusing on the engine optimisation, not much time for tweaks on my end!
the 0.1.7.1 patchfix assets> 2 of 3 have successfully uploaded after about a week of attempts
in theory the 3rd and final assets file should be uploaded in a few hours
im glad you noticed that, i have added little improvements in different places ๐
and i have just finish the level and i love the visual improvements on lights and textures!
we can use Black Edition right?
Yeah
0.1.7.1 should finally be uploaded
https://www.moddb.com/mods/painkiller-rtx-remix/downloads/painkiller-rtx-remix-v0171
can we hide the Work in progress?
I downloaded PKRTX_Assets_v0171 today, which was a loose folder
Is this the same as 3 hotfixes?
yep
yes
put that in Painkiller/Data/LScripts/Main
I don't see this in the repo
not sure
I'd like it to index everything

you can just drop as loose file
pack and unpack was done using dev tool script i put on the github
you technically only need to unpack and then repack if you want to remove files
loose files will override those in the paks
The first file is not in UTF-8, that's why it's not getting indexed
the second file is
ok thanks
another question, anyone had luck having surround sound work?
yep
sounds amazing with proper hrtf
nice, thanks again ๐
how are your 1%low? with a 13700K and 5090 i have to admit it doesn't feel very smooth ^^'
The game suffers a lot from the CPU bottleneck caused by the disabled culling, so there's that
which 3d sound provider do you recommend
Binq currently works on a clever culling algorithm to eliminate CPU performance issues
Use FrameGen to smooth out the motion, it helps a lot
yeah im trying framegen, although it doest feel very stable in rtx remix games, artifacts and camera "stutter" wise. especially with a Controller analog camera, with a mouse ... its not that visible. E.g. in Portal RTX impossible to have a smooth camera that doesnt jitter whatever the options / framerate
(yes I play PK with a controller, please dont pin me to a wall)
Thanks for lifting the pressure off me
I was having a huge stutter trying to comprehend what does Controller analog camera have to do with anything
๐ฏ๏ธ
yeah on mouse it's a flawless experience mostly
im also having a doubt Gsync is working on my remix games
Is there really no way to get the eax feature on creative cards working, other than having to play it on Windows XP? I have Creative Alchemy installed but i can't switch the "3d sound provider" to EAX anymore since i only have the software modes availble :/ Miles 3D, Dolby Surround, Rad Game Tools. I want to enable the fully sound rich eax advan...
if your monitor supports gsync/freesync, it will almost certainly have a built in FPS counter , that is how I know gsync is working for me... Also there is much less mouse lag when gsync is on
variable refresh rate is basically a must with frame generation, since it doesn't support vsync and also input latency at these low base frame rates is quite considerable
I get that its quite an impressive effect to have the shadows from the skylight ... but maybe our technology is not quite ready for it to be 100% brute force raytraced yet, its really not playing well with DLSS and it only looks correct when DLSS is set to full resolution
I installed what Adam recommended and it works with EAX. Just there is multiple 3D sound providers and I wonder which is best (eg DirectSound3D, Dolby Surround etc)
I've been sticking with EAX since its the whole package... reverb, 3d sound, attenuation, etc etc
So the 3D sound providers is irrelevant if EAX is checked?
no there is a specific EAX 3.0 sound provider
Oh โฆ ok Iโll recheck tomorrow
you should get a 'Direct Sound 3D Hardware' provider in the list, if it is working correctly
in order for Creative Alchemy to work you also first need to install OpenAL Soft
and when you are setting up OpenAL Soft, if you use headphones there is also the step of finding the correct HRTF for yourself https://www.pcgamingwiki.com/wiki/Glossary:Surround_sound#OpenAL
@vale gust fancy role you got ay
so let me tell you what just happened... Loaded up Catacombs, tried to get the first secret by jumping on the walls... touched the explosive crate just the wrong way, and it blew up and killed me
i think the alterations you did to the game engine to make RTX Remix work is also screwing with the player movement and physics
That's like absolutely normal PK experience
Stuff explodes all the time when you touch it
when i was playing with Random7's fix compilation, the experience was much more consistent, maybe it was because it was running at a locked 144fps
Exploding stuff when you collide with it is an absolute classic
now RTX remix makes it run at a more varying frame rate so i guess if the physics is FPS dependent, then it gets janky
but i think what is more important is that when i tried to reload the game after dying, the game crashed
You can turn off raytracing in the Alt+X menu and lock the framerate and see how it goes
Should be as usual

oh yeah that definitely did it, now it behaves much more like vanilla Painkiller and I could grab that secret so much more easily
What would be more powerful in this case
like the raytracing works great for reflections, bounce lighting and shadows , most of the time... but i think theres definitely an art to making it all run efficiently
faith
i remember the old school video games, when 3d accelerators were first becoming a thing... every level had a different set of optimizations, sometimes every room has a different hack to make the game run smoothly and look right
I also remember the old school video games and they all ran disasterously
but i guess it was easy to do things back then when the polygon counts were in the dozens, not thousands
60FPS mode in all games on current gen consoles is an unprecedented occurrence
games never ran so good as today
think bout it
What we do with Remix tho is a bit different
yes theres progress but
it's a state of the art tech
we can't forget the artform of optimization
Ray tracing is an optimization itself
That's why it was introduced in the first place
i think its not the solution to everything
Wdym?
its a brute force approach
On the contrary
It's a clever approach
Rasterization is a brute force approach
If you pay attention to PC games you'll notice that performance cost of RT is overestimated
Some usual Ultra settings cost a lot more than turning on hardware RT
then why do we need things like upscaling and frame generation
clearly its not 60fps anymore
things like shadows and some simple reflections can be done with shaders, for a fraction of the cost of raytracing
Why do you think we've been lowering resolution all those years before? To gain performance
Upscaling is just a better way
You're not simply lowering your resolution, you make it look good still
you wouldnt need upscaling if you dont use raytracing
And FrameGen is an amazing tool to make use of high refresh rate panels in AAA games
the game would be able to hit the native refresh rate of the monitor, if it didnt have to do raytracing
So what's the point of advancing hardware wise if we stop improving the graphics
Why do you need native resolution without RT
to do things which are impossible to do before
DLSS looks just as good and better thanks to the amazing DLAA
You mean pathtracing a 3D scene in real time
things like soft shadows, bounce lighting, global illumination stuff
That's what we do
i think it doesnt need to be 100% raytraced, when some older methods will suffice
because right now the situation is "5090 is too weak"
For how long? Where's the line?
And games are not 100% raytraced rn
As I said Remix is a different subject
Some people asked for implementing raster renderer techniques in Remix before and I think they kinda missing the point
if the goal is to showcase raytracing.... then it should be done in an efficient, optimized and presentable way
but as far as i can see, a game made from the ground up , it will be about making a good game, not about showcasing raytracing...
All the real performance issues is due to the original game's engine limitations, it's not coping well with completely disabled culling
for example in here, we are supposed to see the shadow of the skylight , but its only visible at full resolution, and DLSS doesn't know how to reconstruct the shadow effect
if this had been using something like a shader effect or a lightmap or something, DLSS would have coped much better with it
It only gets better
like, is there some trick you can do with that shadow specifically , to get it to look right with DLSS?
Tweak volumetrics, tweak the light
Make volumetrics less pronounced
Reduce the lights' volumetrics contribution
is there native support in RTX Remix for 'sunlight' ... a point light source infinitely far away and all the light rays are parallel
#1395491293504868443 message
i saw in the tooltips in the RTX Remix app, that point light sources are handled much more efficiently than area lights
i guess if you have to use a sphere light with a high intensity to do that effect, the answer is no... there is no native support for 'sunlight' ...
i use Blender and you can add a light and set it to be a point light source, a cone , an area light, or a sun light
#general-remix message
the volumetrics might look okay in this case, but the shadow quality is compromised
It allows tweaking, but I'm not knowledgeable enough on the subject to tell what's physically correct
in Blender, setting a light to be a sunlight causes the light calculations and sampling to be optimized for, well, sunlight... parallel rays of light which do not decrease with intensity over distance
the shadow effects look much better with sun shadows than with a bright light pretending to be a sun
Just remember that we're pathtracing in real time here so temporal instability is expected
yes, thats why the correct optimization is even more important
What kind of optimization?
like when all the rays from the sun are parallel, the raytracing should be able to be simplified , i think
not a mathematician myself but i've used Blender for a long time and it seems to work that way
Individual light sources don't even have any noticeable performance impact
Like if you delete the sun altogether I doubt there would be a huge difference
its not about performance, its about getting the shadow to look right
i mean it looks right when its rendered at full resolution, but most of the time DLSS will be on
Shadow looks like that first of all because of the heavy volumetrics
There's not enough information
that sounds like something that a different optimization approach might be able to fix
like, having a true 'sunlight' type of light source, parallel rays with no falloff
much simpler calculations, i'd assume... you have a sunlight with a certain direction... any surface with a normal which is within 90 degrees of the sunlight direction, sends a ray in the sunlight direction, it will either hit something which means no sunlight, or it hits nothing which means sunlight
You have had an experience in Blender have you
We might need an artist, just sayin'

huh, there are many other people who have much more Blender experience than me
i just know some basics of pathtracing
like for example to simulate the sun having a certain radius, the angle of each ray is randomized by a certain amount... this would introduce noise but its nothing that the denoiser can't usually deal with
I think it's configurable in Radius and Shaping
yes but im talking about a true 'sun' light source, with rays which trace to infinity, not to a specific point in 3d space
these rays are going to produce much less noise for the same performance than a light source within the 3d space
Btw there is a different denoiser preset in Remix
The default is truthful_shrimp which is considered more performant and universal I think?
you can enable diamond_lullaby that might improve the image in some cases
It's in the Alt+X denoiser settings
oh let me check it out... where in the Remix UI can I find it?
"Enable preset D" or something like that
