#Painkiller

1 messages · Page 11 of 1

light palm
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perhaps the bottleneck in atrium specifically could be a combination of far too many small meshes
plus cpu side vertex animation on the light anchors

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individual meshes for particles and decals etc

tall iron
light palm
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instances and buffers

tall iron
# light palm yeah

something like this but more detailed, like showing the actual rendering steps and all that

light palm
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yeah i can attach one

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at the end of the day it likely boils down to similar solutions to solve
decals and particles being rendered as separate geo
drawprimitiveup calls
frequent createvertexbuffer calls
etc

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not to mention each object being split into many small meshes in painkiller maps

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ill hook nsight up if i can

tall iron
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for example, why is it that the last room in Atrium Complex seems to have less bottlenecks than the rest of the level

noble beacon
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That's also why you usually have the worst performance in the middle of the level (Docks)

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Cause you draw everything around you

tall iron
noble beacon
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yes, it means that it is drawing problematic geometry/particles etc

noble beacon
light palm
noble beacon
tall iron
north kiln
tall iron
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my understanding is that there are certain elements within specific levels which have more of an effect on the performance, than the new bounding box algorithm developed for this mod

tall iron
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if only moddb can support torrents or something....

noble beacon
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Can't say anything certain just yet, but there is a chance

light palm
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based on a suggestion from @vale gust, I've managed to convert the original object space normals (very bespoke format used, strangely different for each map..)

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Another case of InstaMAT coming in clutch!

pallid saffron
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I can’t jump high enough in lab on this one

noble beacon
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I remember some jumps being tricky even in the Vanilla game

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I know someone who calls that phenomenon "skill issue"

pallid saffron
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Ok I got it I was trying to get too high

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There is a few precise jumps in this game you don’t see anymore in modern gaming lol

noble beacon
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My head still hurts from bashing against the ceiling trying to reach a secret in Palace

tall iron
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any progress on these levels? is there something in common with them which causes the bottlenecking? btw Military Base seems to run just fine for me in the last version of the mod ... let me try it with the newest version

tall iron
tall iron
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i dunno but the earlier versions of the mod where the entire level is rendered all the time... it never had performance problems like this

light palm
light palm
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Guess the level? 😄

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(should be pretty easy one)

noble beacon
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It's not like we see a lot of UFOs in Painkiller

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must be catacombs then

light palm
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just changing the culling algo basically. there may be some other element affecting performance

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if you have the old version still available and can test and compare that would be good

noble beacon
noble beacon
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nah nah surely it's AABB performance improvements kickin in

light palm
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same problem with colosseum, draw dist was set high not to cull when you are out in the arena. probably possible to implement a trigger box which changes the farclip distance when entering those areas and reduces it when inside

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optimally we would have a custom portals system as well as AABB

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recursive portals where only the second iteration culls

noble beacon
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I know this guy, btw

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@vale gust

light palm
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still waiting on that bible

vale gust
noble beacon
vale gust
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an alternative is to enable back anti portals and modify the maps to use them, when in a certain area, we activate antiportals and nothing inside them renders

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there is this command:

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WORLD.EnableAntiPortal

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or use the switch variant which is explained in the documentation

noble beacon
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the documentation

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🤮

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not reading any docs that aren't called "Painkiller Bible"

light palm
vale gust
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My plugin documentation, official does not have it

tall iron
north kiln
noble beacon
tall iron
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maybe have a mode where the enemies spawn optionally , so it becomes more like a classic nvidia demo

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and set the movement speed really low

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so it gives you time to ogle at the little details

noble beacon
tall iron
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really though, i dont think its a good idea to spend time on little details which can be missed

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i've seen many projects fall into that same hole

noble beacon
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Nothing to read here

noble beacon
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Beautiful work

tall iron
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i notice that pillar on the staircase, it still looks kind of '3d graphics' with its faceted base and perfectly straight lines

pallid saffron
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Colosseum was literally causing framgen to break badly so bad it was running haha

light palm
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also lower performance across the board in every other place i tested

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Mark has been doing some amazing work on the runtime, i believe I will need to summon him to glean insight into telemetry soon, once I have gathered solid data regarding bottlenecks using nSight.

tall iron
light palm
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Technically you get most of the difference just by replacing one file, Engine.dll

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the 500mb 0.1.7 download from moddb has it

light palm
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that will somewhat break fog and skies, but it works very well nonetheless

light palm
tall iron
tall iron
light palm
noble beacon
light palm
elder cypress
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How much of the game is playable?

noble beacon
elder cypress
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wild

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only steam version im assuming?

noble beacon
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GoG works as well

elder cypress
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Perfect

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appreciate ya

odd thicket
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I just realized GoG allows mods

faint wharf
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do y'all use a custom remix fork by any chance?

noble beacon
faint wharf
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is it open to contributions?

faint wharf
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remix's default tone mapping really isn't great so if y'all are open to I'd like to redo it lol

noble beacon
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What would you like to change about tone mapping? (not that I know anything about it haha)

faint wharf
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Use per lumiance reinhard instead of remix's aces / local auto exposure

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aces shifts the hues of bright colors like crazy

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you know how people were complaining about hl2 rtx being "too bright"?
that was because of remix's tonemapping

noble beacon
faint wharf
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they lowered the brightness of the game in a patch but that really doesn't fix the issue
swapping out the tonemapping is the ideal solution imho

noble beacon
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I know nothing about colours so I don't have much to say otherwise

faint wharf
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I should probably just throw something together and show you of an in-game comparison

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trust

faint wharf
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this mod is chunky...
holy

light palm
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i think they updated the aces tonemapper to give a better result

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rtx.useLegacyACES = False in rtx.conf will do it

noble beacon
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I don't think this line is even necessary anymore

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I'm pretty sure it is no longer needed

faint wharf
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y'all didn't intentionally change the color of the lights, right?
a different tonemapper will make the color more faithful to the original

noble beacon
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We did not inherit any lights from OG Painkiller really

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#reverse-engineering message

faint wharf
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interesting

noble beacon
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There's been a lot going on ever since

faint wharf
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I assumed so
still downloading the mod lol

faint wharf
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turns out remix already has reinhard
it's just unused
should make things easier

faint wharf
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crashing everytime I walk into a body
I am using a custom build but I don't think tonemapping would cause that

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weird

next basin
faint wharf
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bandaid solution

next basin
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wait what does Color Management does Remix use, I mean Unreal uses ACES with a Filmic tonemapper on top to make a less aggressive tone curve.

faint wharf
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ignore the saturation for rn
see how much brighter the image on the left is?
just two different tonemapping setups

faint wharf
next basin
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yeah that's what i mean they have a different tone curve from regular ACES but it's still built on top of it. The one on the right looks more aggressive.

faint wharf
potent cedar
# faint wharf aces actually has a tendency to make things look more aggressive

I have implemented blender's AgX tonemapper for remix with some additional controls for this very reason
https://github.com/NVIDIAGameWorks/dxvk-remix/pull/101

GitHub

Another tonemapper for users to use. Offers some extra controls to suit the visual appearance of a game
Implementation is based on AgXc
The defaults are a best-attempt visual match to the ACES tone...

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hope they merge it at some point

faint wharf
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AgX does weird things to colors imo

potent cedar
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like?

faint wharf
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shifts the hues

potent cedar
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for overexposed colors?

faint wharf
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like this

potent cedar
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that might just be a particular implementation problem, mine does not have that effect in remix

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its much better at preserving highlights

faint wharf
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this is a mockup how do y'all feel about this?

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before / after

tall iron
light palm
light palm
faint wharf
tall iron
tall iron
tall iron
# light palm aight thanks for testing!

im really curious as to what is causing the CPU and GPU to basically wait around and do nothing... something is stalling and its causing low CPU and GPU usage, which causes the low framerate

noble beacon
tall iron
noble beacon
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Especially when someone's willing to do the work

tall iron
faint wharf
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most people might not notice the difference instantly but they will "feel" it

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trust

noble beacon
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We should praise the effort, not criticise the fact that they are willing to spend their time on this

tall iron
tall iron
noble beacon
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It is not necessary

tall iron
faint wharf
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-# also swaping out the tonemapper should make implementing hdr easier

noble beacon
# tall iron okay now that sounds ominous

No, it's just that it's not "how it is", tone mapping is important. And then personally I would get frustrated if someone told me I waste my time instead of praising or ignoring

light palm
light palm
faint wharf
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yeah for your fork

light palm
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i should have even split up the prs i have done into individual pieces rather than multiple changes in one PR

tall iron
faint wharf
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hopefully I can get it merged into main then
idk how much nvidia wants to change up the tonemapping

light palm
tall iron
light palm
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I would be super grateful for someone who is experienced with these things to give some tips or pointers to help accelerate my learning of what I am looking at here

light palm
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this was from the bottlenecked state

tall iron
light palm
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vk wait semaphores stick out

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wait for fences

light palm
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i believe it is related to two issues;
Particles being a large culprit, where PainEngine creates many individual billboards.
Level geometry in Painkiller maps appears to be split into many small meshes with few triangles.

tall iron
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fascinating

light palm
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it is likely difficult to cache particle billboards which are not static

tall iron
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but at least with the culling feature from the newest Engine.dll, we can narrow the slowdown to specific parts of the level

light palm
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i have replaced all of the particles on atrium with rtx particles

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there is a performance improvement, however we are still heavily bottlenecked, which points now towards the fragmented level geometry. I am going to merge the geometry and observe the results.

tall iron
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at least in the case of Atrium Complex and Military Base, the slowdown seems to be related to the earlier parts of the level

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or from what i can tell anyway

light palm
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at this point, i need to choose which "difficult" thing to do.
Merging level geometry:
Conceptually simple
Huge amount of manual work

Implementing portal / antiportal culling:
Conceptually difficult
Minimal / zero manual work

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im leaning towards portal antiportal culling in addition to AABB

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but this is very challenging, as in order to avoid reconfiguring all of the original levels, I will need to modify the recursive portal walk to ignore the first iteration, which is a challenge in assembly

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more fun though

tall iron
tall iron
light palm
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i rolled a 4 for wisdom unfortunately

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(sorry, was playing DnD last night :P)

tall iron
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one thing that stood out to me from your nsight screenshots was the noticable increase in vkCmdCopyBuffer

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from 207 to 901

tall iron
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maybe thats what all that waiting is for

light palm
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vkQueueSubmit seems to be a big culprit on the bottlenecked frame(s), around 100ms cpu time

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30-ish ms in gpu-bound capture

tall iron
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is it a culprit or is it a victim?

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is it slowing down stuff, or is it being slowed down by something else?

noble beacon
tall iron
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i do a bit of parallel computing myself, and queues are like the canaries in the coalmines

gaunt forge
tall iron
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queues are almost certainly very basic functions , and they are entirely dependent on other processes finishing on time

light palm
tall iron
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okay so vkCmdCopyBuffer is still the most obvious thing

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i'd like to trust the call names to be descriptive... so, what buffer is it copying?

light palm
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i feel its the vkWaitForFences, due to geometry fragmentation causing many many BLAS updates

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which afaik is the cpu waiting for the gpu actually

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im new at this though so learning as I go

tall iron
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"If the condition is satisfied when vkWaitForFences is called, then vkWaitForFences returns immediately. If the condition is not satisfied at the time vkWaitForFences is called, then vkWaitForFences will block and wait until the condition is satisfied or the timeout has expired, whichever is sooner."

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what is "the condition" ?

light palm
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what are those commands in this case

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lets see

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gpu building acceleration structures i think

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slow with all of the fragmented geometry

tall iron
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in my rudimentary understanding of how GPUs work... copying buffers does match the symptom of a long wait time with low GPU usage

noble beacon
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You could fragment all the geometry on the level even further to see if it's going to worsen the situation

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Should be fairly straightforward I imagine

tall iron
tall iron
light palm
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i wonder if remix could support tagging geometry as dynamic so that everything else can be cached in the blas, unless that is already done

tall iron
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but also... when i was in combat in Military Base , the performance suffers when a lot of those WW1 zombie soldiers are present ... i think the GPU usage drops even more when there are many of them around, but its hard to tell

noble beacon
tall iron
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okay thats my plan for tomorrow

tall iron
light palm
tall iron
light palm
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ahh interesting

tall iron
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it matches with buffer copying when i am running my GPU compute projects ... low GPU usage, long wait times

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when I use Blender to render with pathtracing and its doing the acceleration structure step, its usually a GPU intensive thing... not sure how it translates to RTX though

noble beacon
tall iron
noble beacon
light palm
north kiln
tall iron
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this means that the bottleneck is in how the level geometry is fundamentally being drawn

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i wonder if there is a way to 'summon' or otherwise spawn the enemies manually... i'd like to populate a level with unusually high numbers of enemies and see if the GPU is stalling on them too... or is the problem limited to level geometry...

light palm
tall iron
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there is no 'summon' command like there is in Quake, Unreal, etc etc?

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Also I remember that there is a concept of a 'Static Mesh' , back in the 2000's ... whereby a very high poly mesh is rendered almost exclusively on the GPU with little involvement of the CPU

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what was special about them was that you could have many copies of them rendered at the same time, at little performance cost

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but i think the 7x increase in buffer copies needs to be investigated, what is causing it

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is it a Painengine thing, or a Remix thing?

light palm
tall iron
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sweet

noble beacon
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Save, load the game

light palm
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its not feasible to combine the meshes in the base game, as the engine is splitting the meshes based on the material assignments / uvs, so it would not do anything

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even if the mesh itself is in one piece

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which leads to many draw calls

tall iron
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good investigative work

tall iron
light palm
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part of the old directX sdks

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engine does the same thing in FF mode and normal mode

light palm
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fixed function

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basically compatibility mode for old graphics cards, doesnt run shaders and stuff

tall iron
light palm
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actually also runs now without fixed function, but it is much slower

tall iron
noble beacon
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Nothing more advanced has been added

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Compare weapon position precision

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Much better now

tall iron
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weapon position precision?

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and what is that white blanket

noble beacon
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it does not render in fixed fucntion

tall iron
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and what do you mean by weapon position precision, i dont see any difference

noble beacon
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Previously remix failed to reverse engineer the shader to achieve stable weapon position

tall iron
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ohh yeah i see it now

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it looks all glitchy and warped

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hard to spot it when it plays in a small window in discord

noble beacon
tall iron
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its mind boggling, the maths can get it almost right like this but not quite... i would have thought that it would not be recognizable at all

tall iron
light palm
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i cant remember how i did it and i did not write it down

noble beacon
light palm
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oh

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nice

noble beacon
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But the gizmos don't work so you can't move objects around for some reason

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it's working if you rename d3d9.dll (disable remix)

light palm
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anyway, all i need to do in the editor is go into an open level and spawn every monster and item so that it is easier to remaster them

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and take a capture

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did that a while back but i would like a new capture

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thanks for the tip!

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it seems there is some issue with the fixed function mode combined with many small mesh elements (specifically on the hanging lanterns in atrium for example, which are 12 draw calls each):
When fog is enabled, each lantern is triggering over 3000 texture transform operations per frame for fog calculations

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disabling fog improves the framerate from 9fps to 22 fps, when running without remix

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still extremely slow

tall iron
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have you communicated this to the original developers of the game?

tall iron
noble beacon
tall iron
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well at least when its not fixed function anymore, we get the proper demon morph visual effect back

tall iron
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shame

noble beacon
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It seems Remix does not understand "screen space" shaders

noble beacon
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When you use demon morph, it's all just flashing shades of grey

noble beacon
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@light palm That's absolutely wild

vale gust
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this sounds like a shitpost

noble beacon
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The fact that normals look fine in Mafia is something unseen before

vale gust
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"I asked GPT-5 to make a fix for broken normals in mafia"

noble beacon
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I bet "please help" was the cornerstone of the success

vale gust
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then why don't you guys "please help" GPT-5 into making Blender plugins

noble beacon
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it's more fun to please help XDavidXtreme into making plugins

vale gust
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I've been replaced by GPT-5

noble beacon
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I was about to try out that d3d9.dll, so I installed a vanilla game just using the dxvk/rtx.confs and the Engine.dll, and the normals appear...normal?

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That's with the stock unmodded d3d9.dll

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So I tried the oldest runtime that was available for download (822 as of now, 2+ months old) and the normals also appear to be fine there...

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Did we miss something?

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By the way, that guys' DLL works fine, but as normals seem to be working as is, I couldn't notice any difference

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Stock/modded d3d9.dll

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Also here's a modded d3d9.dll

You must rename the original one to "d3d9.remix.dll"

noble beacon
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DAMN

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I downloaded Painkiller RTX v0.1.3 that was without the mesh smoothing workaround implemented, and this thing works

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Crazy

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And putting in the new Runtime does not change anything, so I think previously I was confused by the fallback lighting

obsidian crow
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How did you deal with this problem before?

noble beacon
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There are workarounds mentioned in the GitHub issue

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Space heavy, cumbersome

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This is mind boggling mate

obsidian crow
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yeah i did the same but i have unstable mesh on characters so it didnt work for me characters were still polygonal no matter what i did

noble beacon
fringe tangle
# light palm I would be super grateful for someone who is experienced with these things to gi...

I've never actually used the nsight graphics debugger, I generally use the 'GPU Trace Profiler' option in the Activity panel (double click on your project in the project explorer view).

From a higher level - are you GPU bottlenecked or CPU bottlenecked? If it's based on the number of draw calls coming from the engine, or the number of replacement instances, then it's probably CPU bottlenecking.

light palm
fringe tangle
light palm
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aight will do!

fringe tangle
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but honestly, if you just show the dxvk.hud and check out the number of surfaces, you'll probably have a good idea of the problem - more than a few thousand surfaces (which is the number of discrete meshes being drawn, including replacements) will bog down the current draw call pipeline

light palm
fringe tangle
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yeah, 11k is too many. How many is it if you disable replacements?

fringe tangle
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actually, 11k presents but 2.6k instances? how'd that happen

light palm
noble beacon
light palm
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presents just keeps climbing, i thought it was a frame counter

fringe tangle
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derp, I was thinking of it as present count per frame. facepalm

light palm
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phew lol

fringe tangle
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2660 instances is pretty reasonable IIRC

light palm
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or not - it would be nice if there was a big problem sticking out like a sore thumb

noble beacon
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I like the common realisation

light palm
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great minds think alike!

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😄 j/k ofc

fringe tangle
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this is one frame. The red chunk is the GPU rendering the previous frame, the purple is the CPU processing the frame. the first half or so is processing individual draw calls, and the second half it processing the scene to get it ready for the GPU.

Try taking a tracy of a region that isn't bottlenecked, and look to figure out what areas are much smaller

light palm
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i have it all ready, 30 secs

fringe tangle
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If you zoom in on the individual draw call region, it should get taller and give you a better idea where it's spending time.

light palm
light palm
fringe tangle
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oh, and it'll be easier to parse the results if you disable DLFG

light palm
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frame gen you mean? that should be off, running 3080

light palm
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here is a previous frame, looks like i was looking at the last captured frame

light palm
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a lot of information on the screen, it will take me a bit to wrap my head around it

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build blas is taking about twice as long

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around 60k draw calls on the main thread in the bottlenecked scenario

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vs about 12k in the non bottlenecked

fringe tangle
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Is there another area with a similar instance count that goes faster? Or is your perf just scaling with instance count

light palm
fringe tangle
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hmmm.... are your mesh hashes stable? 25 ms for 2600 instances is longer than I'd expect, so it's possible something about your draw calls are taking longer to process. It's been a bit since I've dug into perf tho

light palm
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~~only ~~skinned meshes are not

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basically just the meshes with bones or physics objects are unstable

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like rocks that you can knock around

fringe tangle
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ah, so physics objects are getting unstable hashes? how many of them are there? (less than 10? more than 100?)

light palm
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generally not that many - there are very few in this scene, it seems mostly to scale with static level geometry parts

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the game splits level geo into small meshes based on texture assignment

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ie. one wall can have many parts if it is using a few different textures

fringe tangle
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In the tracy profile, each of those small executeAll chunks in the purple area are individual draw calls. I notice that the ones closer to the end take a lot more time than the earlier ones

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you might zoom in on that area and see what the stack looks like (compared to the faster draw calls)

light palm
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the only thing in this scene without a stable hash is this animated armor which is animated with bones

fringe tangle
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probably not bottlenecked on vertex processing then

light palm
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Is it OK if I upload these tracy captures to my google drive for you to look at? I know how frustrating it can be to direct a novice around a new user interface 😄

fringe tangle
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I want to teach you to look for yourself, cause I don't have time to dig into it myself (I'm about 2.5 hours from going on vacation)

fringe tangle
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I misspoke earlier - the submitDrawCallState is one draw call. Not sure why it's batching them under varying size executeAll, but the thing you want to compare (between fast frame and slow frame) is the time for that submitDrawCallState.

light palm
fringe tangle
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or if there are a few draw calls that take a lot longer than others, you may want to dig in and figure out which draw calls are slow

light palm
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thanks for the stability fixes as well in dxvk, they have helped a lot

fringe tangle
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Stepping back a bit, you've got a couple reasonable options for improving this - reduce the instance count (probably by stricter culling) or get rid of specific expensive categories of draw calls (if there are any)

fringe tangle
light palm
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would be interesting to investigate these draw calls more closely as well to see if there are some rendering operations which are no longer required when running with remix

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its the bugs we made along the way

fringe tangle
light palm
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i would love to gut the levels so that there only remains a few anchor meshes, and simply use remix replacements. the challenge is collision in that case

fringe tangle
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That being said, I do know how to dramatically improve the perf of the draw call processing for static draw calls, but it's taking a ton of refactoring to move Remix towards that. The changes that caused all that instability were part of that 😅

fringe tangle
light palm
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oof

fringe tangle
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the only way to bypass it is with PointInstancer right now (what's used for grass and similar many-copies-of-one-mesh)

light palm
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less small meshes, better culling, see if there are calls which i can scrap from the engine

fringe tangle
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but if you can merge a bunch of separate meshes into one big mesh, you'll get better perf.

light palm
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single triangle instance, build entire level from that 😄

fringe tangle
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you could always just ignore all the level textures and let the game still draw them for collision

light palm
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i will definitely try

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i have a script which makes a usda to ignore every mesh in the captures folder, i'll do the same with the textures

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then I can merge a bunch of level geometry and use those replacements

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i really want the performance not to be bottlenecked, it would be a shame for people to conclude that pathtracing is slow due to an actually somewhat unrelated bottleneck.
It actually performs really pretty damn well on even a 3080, easily 120+ fps without FG at 1440p and auto DLSS, when not bottlenecked

fringe tangle
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you might want to have 1 anchor mesh per culling region (portal based?), and then just put all the stuff for that culling region into a single replacement, with one mesh per material. You could even bundle materials together by partitioning the UV space.

Might be too much work to be worth it, but that's the sort of thing that AAA games did a lot of when facing hardware constraints

light palm
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we need it to run at 165fps on David's RTX 2060

fringe tangle
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well.. you know how gamers always complain that modern games aren't well optimized?

optimizing the assets is part of that

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it's a lot of work, and most companies prefer to have more more more, not better better better

light palm
#

luckily we have some good tools for automating a lot of this work, which while less glamorous, gives good results

fringe tangle
#

hmm, I do have to point out - merging all the meshes will help with that CPU bottleneck, but it's actually bad for the raytracing performance

#

cause the bounding volumes will be less accurate

light palm
#

ahh so its a balance

fringe tangle
#

yep.

light palm
#

i guess keep things in bounding box friendly shapes`?

fringe tangle
#

and it's a balance that will (hopefully) shift, as it's theoretically much easier to optimize our CPU pipeline that getting similar improvements in the raytracing collision perf

fringe tangle
light palm
#

ahh alright

#

would merging a cube-shaped room into one mesh be a good idea?

#

ie. when the camera is inside it

#

(along with all of the static props in it)

fringe tangle
#

well, maybe. it means that every ray inside the room has to collide with the room. If lots of rays hit the walls, then that's fine. But if there's enough stuff inside the room that you usually don't see the walls, then it's wasteful

light palm
#

ill look up bvh to make some informed decisions about this

#

you should def. get your holiday socks on

#

is it bvh?

fringe tangle
#

yeah... I think there are also hardware optimizations for meshes that are bad for BVH now, depending on the GPU generation you're using. so I'm not even sure how accurate my advice is this year

light palm
#

awesome advice Mark, really appreciate it

#

not often you get direct help from senior engineers

fringe tangle
#

well, I can give advice, but hard data is better. And you have the tools to actually test perf of various ways of combining it now 🙂

#

Tracy has good ways to get statistics across entire runs (including ways to limit the frames, so you can get rid of startup frames)

light palm
#

I have the user manual up, good docs

Look @noble beacon
Tracy
Profiler
The user manual
Bartosz Taudul [email protected]
June 25, 2025

Polish software helps us mod polish software!

noble beacon
#

Embrace your new identity

vale gust
#

can I get a tl;dr

#

the .mopp are pretty much the collision of the level

#

if we create simple geometry so we generate collision for .mopp

#

we can then use the more complex one for rendering and keep the .mopp of the simple one

potent cedar
#

not sure if painkiller's engine is capable of this, but for portal 2 rtx, glados's chamber in the beginning is completely CPU bottlenecked on the engine side. My solution was to turn off culling completely, disable dynamic entities other than static geometry, and then make a capture. I then opened that remix capture in my blender toolkit and re-exported everything to a anchor mesh. I then disabled engine rendering and got a massive FPS boost since remix now handles world rendering
#1289195427119501424 message

noble beacon
#

The idea has been floating around #1313627595815911448 message

odd thicket
#

I honestly can’t remember since the Steam build is not using it

potent cedar
#

i thought i did

odd thicket
robust hollow
#

@light palm hi, i messaged you about something

but unrelated to that, i wanted to ask (since i'm unable to download it currently), did you guys pack your assets with RTXIO?

#

it'll reduce VRAM load quite a lot, and also help with the texture size on disk

#

for Remix it would be NTC on Sample

noble beacon
kindred haven
noble beacon
robust hollow
#

it does help

kindred haven
#

ah ok

robust hollow
#

it'd help a LOT

#

if you guys wanna give it a like, it should help get some traction on it

odd thicket
robust hollow
#

oh no the texture streaming thing helps immensely with RAM usage IME

#

even combined with RTXIO

#

but not every project is gonna use RTXIO so it's still good to have it

odd thicket
robust hollow
faint wharf
#

is there a downside to using rtx ntc?

robust hollow
#

there's a slight performance cost

#

#general-remix message

#

you can see it here @faint wharf

look at the ms measurement on the left side

#

the performance hit is greater on 30 series cards compared to 40 and 50 series (afaik), but it's still very usable

#

and it should be able to be toggled in remix's settings

faint wharf
#

wonder what the difference is in a vram limited scenerio

robust hollow
#

the first image is NTC on Load, which loads it as a BCn texture instead. so very little rendering cost, but the file size is still ~1/10th the size

the second image is NTC on Sample, which reduces VRAM load significantly on top of the file size savings

robust hollow
#

currently that's not possible afaik due to VRAM limitations

#

a dynamic system to load only the necessary amount of textures with NTC on Sample would probably be best. so there wouldn't be unnecessary performance cost unless there wasn't enough VRAM

vale gust
noble beacon
#

RTX 2060 release date is closer to Painkiller Hell & Damnation than to now

kindred haven
odd thicket
tall iron
#

any updates?

light palm
#

soon™

tall iron
#

cool looking forward to it

noble beacon
#

motorcycles take time you know

#

can't quite figure out that transmission system

vale gust
# noble beacon

they'll only be in Catacombs and throw you off every time you hit a wall like in GTA

noble beacon
vale gust
#

it will be in Tower

noble beacon
#

Good idea, you don't get fall damage when riding a motorcycle in GTA

karmic cove
dull stratus
noble beacon
#

I think I've seen your screenshots on VK

dull stratus
noble beacon
dull stratus
kindred haven
karmic cove
# dull stratus

Dear s0crates, if it’s not a secret, may I ask how you achieved such a sharp shadow from the grate?
Did you use shadow mapping, or did you make the light source extremely small to get that level of sharpness?
I just can’t figure out how you minimized the penumbra.
Did you perhaps modify the surface properties (e.g, diffuseness/glossiness) to achieve this effect?

#

It’s just that my shadows get very blurry at this distance from the light source - they turn into a mess.

dull stratus
#

To reduce the penumbra, either the light source must be smaller, or the distance between the object casting the shadow and the plane where the shadow falls must be smaller

#

Soft shadows in path tracing are not a problem, but a natural consequence of physically correct light simulation

light palm
# karmic cove It’s just that my shadows get very blurry at this distance from the light source...

There are a variety of factors which could influence this, however to get crisper shadows at longer distances, as @dull stratus says, you need a small light source with high intensity. Alternatively, the distant light type is what you should use for crisp shadows in sunlight scenarios.

These best practices are good to know:
https://docs.omniverse.nvidia.com/kit/docs/rtx_remix/latest/docs/howto/learning-bestpractices.html#optimizing-noise-levels-when-relighting
https://docs.omniverse.nvidia.com/kit/docs/rtx_remix/latest/docs/howto/learning-lighting.html - "radiance values up to approximately 1000 generally produce reliable results, while values exceeding 10000 may introduce lighting artifacts."

TLDR make your spherelight radius small, and the intensity large. Follow best practices.

earnest ember
light palm
#

perfectly parallel rays would be hard for a path tracer i would assume, as few camera rays would meet that criteria?

#

ie. be heading in that exact direction

#

i suppose there would be a good way to account for this

#

the distant light type is less noisy than using other light types and placing them far away, in my experience

#

ahh so the angularDiameterDegrees is effectively the "tolerance" for the direction camera rays are heading, to be considered to have met the distant light?

earnest ember
light palm
earnest ember
light palm
#

ahhh i getcha

#

cheers Eman!

north kiln
leaden quest
# north kiln

That looks so dang good. But what's going on with the left-most skeleton in the third image? There's a weird glowing blur that seems to be tucked under his arm.

north kiln
noble beacon
north kiln
leaden quest
north kiln
leaden quest
north kiln
leaden quest
north kiln
#

i love take photo in realife like i take photo at VRchat it's maybe for that i know when it's the good moment to capture a moment i have do my possible to attract the skeleton to the light to showcase the details on light on them or the first boss to have the light behind him and be close enough to in sametime show his massive size and the detail on him. i will have to see to made nice new screenshots of Alastor that big boy love show himself i guess

leaden quest
north kiln
odd thicket
#

I thought, let me go install Painkiller RTX to see how it’s changed

Then I saw 1 out of 5 and said nope

robust hollow
#

idk why it was split up like that

#

the cap is 50 gb per upload for remix mods iirc

light palm
leaden quest
# north kiln

I low-key love the occasional low-poly meshes, like the broken cobblestone chunks in the fourth image. It's a nice subtle reminder of what an old-school game this is under the hood, beneath all the beautiful new textures and lighting. That gives me a double hit of both 90s-gamer nostalgia and modern-gamer dazzle factor.

noble beacon
kindred haven
leaden quest
noble beacon
#

It's a bug

leaden quest
noble beacon
#

I'd rather have it fixed, as the workaround Binq used for some of the meshes is space heavy 🙂

odd thicket
#

And my browser tends to just cancel a huge download at times

north kiln
tall iron
leaden quest
#

I remember 80s 3D, when the best we could hope for was either wireframe graphics (e.g. the first Star Wars acade game) or proto-Mode7 sprite-scaling tricks (e.g. Outrun). This gives me more the vibe of the era of Quake through the original (pre-Blue Shift) Halflife geometry. And that's a pretty nostalgic era for me, which is why seeing those little chunks of low-poly debris covered with such beautiful new textures makes me smile.

north kiln
#

I was here virtual racing on Sega Genesis/Megadrive a full 3d graphics formula 1 racing game. The maps the cars even the first persons pilot view with his hand in 3d

leaden quest
# north kiln I was here virtual racing on Sega Genesis/Megadrive a full 3d graphics formula 1...

THat didn't even begin development until 1990 (for the Model 1 arcade cabinet, released in 1992), and the Genesis version came out in 1994. In the 1980s, something like the 1989 MechWarrior game was about the peak of 3D graphics on consumer hardware, outside of the demo scene.
https://en.wikipedia.org/wiki/MechWarrior_(1989_video_game)

MechWarrior is the second video game released in the BattleTech game series. MechWarrior was the first video game to offer the player a chance to pilot a BattleMech from the view of a pilot (a MechWarrior). With this game the player has a great deal of freedom when compared to many of the follow-up MechWarrior games, which include choosing missi...

light palm
light palm
#

noone will find ever find it, top secret!

north kiln
light palm
#

david will find it in 0.0000323 seconds 😄

noble beacon
# light palm

Now add a lever that would play Marseillaise when pushed

vale gust
#

either here or the last yellow soul secret, but that isn't really top secret

#

would've been a better secret if you put something inside there

north kiln
#

A new level for Painkiller in Paris and for once Daniel will have a good reason to die if he jump into the water of the Saine

noble beacon
#

🇫🇷

north kiln
noble beacon
#

It's a miracle that those poor souls managed to survive

north kiln
tall iron
#

maybe its called the 'PainEngine' because.... its a Pain to work with

north kiln
#

no it's okey but after it's still in wip

vale gust
noble beacon
faint wharf
#

is pain engine totally home grown or is it a fork of another engine?

#

curious

faint wharf
#

neat

noble beacon
# faint wharf is pain engine totally home grown or is it a fork of another engine?

The first demo we did around June 2002 just had static mesh renderer with baked GI lightmaps and Havok hooked up to it. It was Prison level with crates using physics and 1 weapon chaingun+rocket launcher. Then we decided to go with high quality graphics (for that time 😉) and use full Havok potential. So the next thing was to add skeletal meshes and ragdolls. And later we hooked up LUA and started adding gameplay around it.
There were no games using Havok at that time, or just a few, but not shooters afair. And realtime physics was mindblowing.
I think we started with Havok 1.6, which had a lot of cool features, like water, softbodies etc, but was extremely slow, and then switched to 2.0 at some point which had only rigid bodies and constrains and skeletal meshes, but was much much faster

That was just after we got a deal from Dreamcatcher and development started. I was the first programmer in the office. Bart Sekura started a few months before and he worked remotely on a demo, which was just an empty level that you could run on and that had Havok hooked up with boxes that you could shoot. But no enemies, no editor.
Bart Sekura and Bartek Sokolowski started a month later both from the office and we started working on an actual game. Sokol was working on editor and AI, and Bart with me on the rest of the engine.
And I think there were 3 of us until E3 2003 where we had a hands on demo. And then we had another programmer working on enemies, one working on multiplayer/audio/physics and another on UI.

faint wharf
#

wait did y'all get in contact with one of the painkiller devs for help? lol

noble beacon
faint wharf
#

that's awesome

noble beacon
#

do you know the story behind the reason why exactly Painkiller is so compatible with Remix?
i've been telling it around here for some time but just can't get enough of it

faint wharf
#

I do not

#

assumed y'all just got lucky

noble beacon
#

you could say so

#

I did the whole renderer, shaders, animations, some vfx, exporters and a lot of inner engine stuff, well most of the engine
But not gameplay, physics, audio, networking

So you are based on a fixed pipeline? Jeez, I did it in like last 1 or 2 months before shipping, just because Dreamcatcher wrote that game's minimal requirements was Geforce 4 MX, and it was basically rebranded Geforce 1/2, but actually shaders 1_x were supported from Geforce 3. At least it's finally useful for something 😉
And because it was supposed to just work, it was slow. For example a basic lightmap shader for env was done in two passes because only 2 textures per pass were supported on GF1/2

#

It was 22 years ago

odd thicket
noble beacon
#

yeah I wish

#

Plaion holds Painkiller publishing rights

#

they've been dead silent so far afaik

vale gust
noble beacon
#

I'm always scumbag

noble beacon
#

☹️

north kiln
#

sorry my twisted mind

north kiln
# karmic cove What kind of game is this?

It's ILL a fps survival horror playing a lot with body horror it's coming at pc ps5 xbox series https://youtu.be/ZBPi85S2MmA?si=0yWwaOADFZsTtWA9

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...

▶ Play video
north kiln
light palm
#

The calm before the storm 😉

noble beacon
#

don't mind the flat desert from the gif, in the game it will be catacombs

noble beacon
#

My ISP just offered a free of charge plan change to the 200/100Mbps one instead of the 100/50Mpbs I've been using because it is getting deprecated

#

So feel free to make Painkiller RTX twice as big now

#

official permission

north kiln
astral magnet
#

Wow. It's pretty good. I've never played Painkiller in my life, but I think I'll start playing just to try this project. I wonder if this project is finished?

north kiln
north kiln
north kiln
light palm
#

Before/After of attenuation of emissives by volumetrics change

pale pumice
#

hi. i've put all the files in the game correctly but it doesn't start. i thought i had to wait for it to load but after close to 3 hrs it still didn't start. it was still active because i checked task manager and it was still there. i have a 3050 ti laptop

light palm
pale pumice
#

yes and the patch

light palm
#

in painkiller/bin/rtx-remix/logs there are three log files, can you put there here?

#

oh and was it a clean install of painkiller black edition? most of the time when people have trouble it is because they installed painkiller RTX on top of another mod, or installed another mod on top of painkiller RTX

#

or installed a newer version of painkiller RTX on top of an old version of painkiller RTX

pale pumice
#

only log file in there. and i installed only this mod

pale pumice
#

yes it's the black edition thats on steam

#

that's all its doing in task manager

noble beacon
#

I'm not sure but that A: drive letter is sus, I'd try installing the game somewhere else

light palm
pale pumice
#

ok i got it to work

#

i think my problem was that i just only extracted part 1 thinking it would also extract the others as well

pale pumice
#

new problem i cant set water quality to high. it wont let me click it

noble beacon
#

all the settings you need to change are in the Alt+X menu

pale pumice
#

oh ok thanks

light palm
pale pumice
#

i like it. reminds me of classic doom

tall iron
noble beacon
#

it was very conservative in 2004 in this regard

tall iron
#

actually the enclosed arena spawning enemies concept is ahead of its time, Doom 2016 and Eternal uses this format

pale pumice
#

ok i tried multiple times but i think i ran into a bug. i cant enter ch 1 ep 3 catacombs because the rocks block the way even after blowing up the explosives outside and inside

noble beacon
#

yeah this is annoying 😄

light palm
noble beacon
#

It is easier to reload the level and try your luck again lol

pale pumice
#

ok thanks i'll just wait then because i already tried the spinning blades to get through and it wouldn't work and i reloaded the level at least 10 times and still couldn't get through

north kiln
north kiln
light palm
north kiln
north kiln
#

Someone to steal his snack from his big boy?

north kiln
north kiln
light palm
#

a bunch of scripting on the flying nun to have the light attach to her hand, and then transfer to the fireball when she throws it and then back to the hand 🙂

light palm
#

Tweaked chest materials!

tall iron
#

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What if games stopped evolving and just started eating your PC alive?
In this video we talk about why modern games need an RTX 4080 just to look worse than titles from 2015. From Starfield and Black Ops 7 to D...

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tall iron
#

where do you get the latest version from?

north kiln
# tall iron its not on moddb

soon
i beta test and showcase the updates and i detect for them possible crash or glitch and i report them when i meet some

north kiln
north kiln
fringe tangle
#

If it's just a blood decal on the ground... once the component system is fully up and running, it may be possible to spawn a particle effect in response to a decal with a specific material showing up. Whether you can get a good looking blood spray with the current particle system I'm less sure of, and spawning more blood decals from those particles probably wouldn't be supported.

#

also spawning the blood effect at the place where the projectile hit (as opposed to wherever the game spawns the blood decal) may be difficult

north kiln
fringe tangle
#

yeah... I think something like that could be enhanced quite a bit, even with the existing particle system. I haven't messed around with it much, but from what I understand this sort of effect is something it's supposed to be able to improve

#

I don't think we have any way to add giblets with physics though

north kiln
fringe tangle
north kiln
#

hmmm so physx for the moment it's not possible

fringe tangle
# north kiln hmmm so physx for the moment it's not possible

doesn't seem like it. Maybe with a bunch of work we could let users categorize which meshes should have collision, and throw it all into a physics sim... but we have no way to share any of that data back to the game, and when the game objects suddenly move through our simulated objects, the physics sim will probably explode in unstable ways.

(so it may be possible to do it in a super janky and manual way, but probably not possible to do it well).

light palm
#

Will ping mark to ask about this at a sane US timezone hour
I got to test with a 50 series card, and it seems that there is something wonky going on with the Subsurface Scattering 😮
I tested on the same system in HalfLife 2 RTX, and everything seemed OK there, so it may be something specific to Painkiller RTX + 50 Series.
If anyone else has a 50 series card and can test, that would be awesome!
This footage was taken in Atrium (Chapter 1, level 2)
https://youtu.be/esZSSuAe_S0

north kiln
north kiln
#

Painkiller RTX Remixed v0.2.4 The Factory

north kiln
leaden quest
# north kiln Painkiller RTX v0.2.4 Cathedral

Looking fantastic. How did y'all get the stain glass windows to cast colored shadows on the ground? I've been playing around with Clive Barker's Undying, which uses a lot of stained glass windows, and haven't figured out how to create this effect.

north kiln
open lotus
leaden quest
open lotus
#

It's a setting on the texture itself in the toolkit. You need to convert it to translucent material. Lemme grab a screenshot for ya

noble beacon
#

you probably played this more than me at this point

leaden quest
# open lotus

And then stage lights outside each window to project the light down to the floor?

jaunty harness
naive oriole
#

Hello is it only me having game crash after Atrium? Trauma difficulty - unable load autosave after

light palm
# naive oriole

hmm, is the save from before the mod? it's only compatible with saves made with the same version of the mod

naive oriole
#

Painkiller Black Gog version

naive oriole
leaden quest
naive oriole
light palm
naive oriole
north kiln
north kiln
#

V0.2.4 Old Monastery

noble beacon
#

New Monastery

north kiln
light palm
fringe tangle
light palm
#

Hey @fringe tangle!
I tested a bunch of builds, and the issue seems to crop up between 884 and 891.
I don't have builds between those directly available, but it narrows it down a bit!

984 - sss issue exists
944 - sss issue exists
932 - sss issue exists
926 - sss issue exists
891 - sss issue exists
884 - seems OK
856 - seems OK

#

I tested the latest build from actions (984) in HL2RTX, and the SSS is broken there too:

#

I also noticed an issue where it seems the screen space for SSS does not update when the DLSS base res changes

kindred haven
#

im also on 50 series

light palm
#

xorxor contribution!

#

i think it looks great

kindred haven
light palm
#

seems like it!

kindred haven
naive oriole
#

On save upper

north kiln
north kiln
naive oriole
#

Btw can someone upload all saves done in mod? To be able to pass crash check point

kindred haven
north kiln
kindred haven
#

ah ok

#

whats new in the version ur testing?

north kiln
#

the next public update will be even more advanced and cool

north kiln
# kindred haven whats new in the version ur testing?

rtx particules new materials on weapons better shading on ennemies new pbr material on maps new textures pbr for the nun model and the poison monsters of loony park better fog renders and a lot of improvment and optimisation

north kiln
# kindred haven whats new in the version ur testing?

Version 0.2.4

Level-Specific Updates

C1L2 Atrium

  • Updated RTX particles on flames with sparks and smoke effects
  • Applied SSS tweaks to candles and statues

C6L7 Colosseum

  • Increased Colosseum draw distance to reduce pop-in within arena
  • Added transmittance to cloth roofs around arena and throne area

C4L2 Palace

  • Improved...
▶ Play video
north kiln
#

The Town v0.2.4

Can you eared the scream of pain bring by the wind? The smell of the ashes and the burning flesh?

naive oriole
north kiln
#

@light palm

#

someone need your help

light palm
naive oriole
#

I used the save to pass to chapter 3 and it works

#

Problem is with specific checkpoint, mb related to trauma difficulty

north kiln
#

Opera v0.2.4
In the puragatory the glorious past of this Opera is over!
The only thing you can listen it's the echoes of the previous representation from the living world and the screams of rage of the troups of Lucifer using that place like an outpost

vale gust
naive oriole
vale gust
#

send the latest save that works for that level

naive oriole
# vale gust send the latest save that works for that level

Rewrote it is with upper save that is on Insomnia diffuculty. Completed full lvl on this difficulty and could pass further. So problem happend on Trauma difficulty only. Also had 2 random crashes during play - I think this happen when rage mode triggered. Here are logs

#

Here was the problematic checkpoint

light palm
#

Thank you @naive oriole !

vale gust
naive oriole
#

May be next too but could not pass futher

north kiln
#

let's smooth some angular assets

north kiln
#

@fringe tangle hello i have a question. if i import an 3d asset like a rock or a wall into the scene at Blender. once at RTX remix Editor it's possible to add a collider on it?

fringe tangle
fringe tangle
civic ibex
# north kiln Skull smooth

My brother in Christ, you suppose to add supporing geo before subdividing, otherwise the original shape is gone 😭

north kiln
#

now i'm confuse.

@light palm i made the things wrong?

civic ibex
#

Yeah, I'm just saying, it's not really a great way to go about upgrading the meshes

#

without supporting geo, parts that actually suppose to show for example rectangular shape, while get overly smooth and circular

north kiln
#

it's complex i would love be capable to remade all from scratch with blender but it's beyond of what i can do

#

"sigh" i will let that to someone more competent than me the best i can do it's playtest before the release of the next updates

civic ibex
#

Supporting geo is literally just adding a loop of edges when you don't want the shape to get overly smooth

north kiln
north kiln
#

vanilla skull VS new skull

north kiln
#

cobblestone floor

odd thicket
north kiln
#

work in progress of the first corridor of the catacombs

north kiln
odd thicket
#

This makes me want to do a “Behind the Development” series for Remix mods

north kiln
odd thicket
potent cedar
#

hu

odd thicket
north kiln
#

Oh no, I have made a mess of everything emote_sora_panic_112p

but not enough!
@light palm MORE BLOOD! emote_sora_very_angry_112p MORE MORE MORE!!!!! A CARNAGE!!! emote_sora_very_angry_112p

north kiln
fringe tangle
# north kiln <@617500777191047168> helloooo. RTX remix don't have problem with Tesselation a...

Remix uses Parallax Occlusion Mapping (POM), not displacement. It's an inferior technique in most ways, but benefits from being usable on any geometry (especially relevant for Remix, since we can use it on the original game's meshes).

POM does suffer from a number of artifacts though. I'd encourage you to load up your asset in the game and play around with the POM strength slider in the runtime menus to see how far you can push it before the effect breaks down.

#

That all being said - Remix actually works better with high poly meshes without POM, so you might be better off just making that an actual mesh rather than a heightmap.

north kiln
fringe tangle
#

POM was added as an easy way to improve game geometry that wasn't feasibly replaceable, like all the terrain maps in HL2. If you can replace meshes stably, it's better to just use enough triangles to make the mesh look good and skip the heightmap.

(Some displacement solutions will actually have ways to bake the displaced result out as another mesh, but I haven't touched that stuff in over a decade, and never with Blender)

clever gull
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Has the motorcycle been implemented yet?

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It better be implemented

north kiln
light palm
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🛵

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welcome lolo 😉

north kiln
fringe tangle
north kiln
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i think i prefer stay with optimize walls mesh too much high poly mesh risk to drop the performances i have by the way send a previous version of the map to binq for him to see if nothing cause trouble with rtx remix

next basin
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well POM is a different thing is it not?

north kiln
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attacking the first big room of the catacombs

modest comet
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Hello all

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Works with bost Steam and Retail editions?

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How it runs with a 3080 @4k 240 HZ with HDR On?

north kiln
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@modest comet hello!
Yes for physical copy of the game be sure to install the most recent patch of the game and for the digital version yes Steam like for GOG.

For your spec yes the RTX 3080 is enough but in 4k don't play without the DLSS

vale gust
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Merry Christmas

clever gull
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🎅

tall iron
clever gull
tall iron
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i have a pet peeve about the flashlight ... i would like the bounce lighting from the flashlight to be brighter, without making the direct illumination brighter... is this possible?

clever gull
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Also could play around with the pathtracer/NRC settings, but keep in mind that both that and PostFX usually require awareness of what you are doing in order to achieve something plausible

kindred haven
tall iron
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makes it update much faster

clever gull
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I'd like to see how Ray Reconstruction on Transformer 2 performs

kindred haven
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Wait wait this is huge what

tall iron
kindred haven
tall iron
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well its updating fast enough for me... much faster than leaving 'include direct lighting' on

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i just wish the bounce lighting was brighter

tall iron
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how do i edit the brightness of the flashlight?

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i remember i could use a text editor to mess with the light sources but its been a few months

clever gull
tall iron
tall iron
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IMHO some of the volumetric effects shouldn't be raytraced if they are just going to ghost from temporal accumulation

clever gull
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the way is to raytrace everything and iterate on it until it stops ghostinglesGO

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looking forward to the new RR model which should arrive soon enough

tall iron
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how can a new ray reconstruction model help with the flashlight ghosting?

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i mean like it uses a realtime AI to approximate what a properly pathtraced scene should look like... but I think that showing a flashlight from a first person perspective has too many variables

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in the end i think it's just going to be mimicking what shaders have been doing for many years already , to produce light shafts and god rays

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like its not literally rendering the shadow masks and stuff which is used for traditional volumetric lighting effects, but i think it will do something analogous with the 3d scene data available to it

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personally though, i think that raytracing should only be used for things which are impossible to do with shaders ... replace baked lightmaps with realtime global illumination, replace screen space reflections with raytraced reflections, etc etc

light palm
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like 180 degree sphere away from the surface

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would be hard to get the albedo color at the hit point though and have plausible fake bounce light color, at least using original pk logic

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afaik

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might be something for component system

tall iron
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isn't it supposed to be a parameter of the light source or the rays? like the bounce intensity or something

light palm
tall iron
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hmm that seems like a bit of a limitation...

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like for example, imagine you want to model some kind of nightclub scene or something, and there's a bunch of UV lights and people wearing fluorescent fabric

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you need the rays from the blacklights to the fluoro fabrics to check for shadows and intensity, and they are invisible because they are ultraviolet ... then the rays will basically diffuse bounce from the fluoro fabric but the rays are visible after the bounce

clever gull
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This sounds like something real time rendering would struggle with in general

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RT is still an approximation and there are things that are still difficult to implement, like Caustics

tall iron
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i mean its just a simple parameter change after a condition

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change the colour of the ray after bouncing off this surface

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as i recall, rays don't just hold RGB values?

clever gull
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we'd need a graphics programmer to assess whatever assumptions we have lol

tall iron
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the minigun bullet ammo box seems to be missing textures?

light palm
tall iron
tall iron
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also, on the Palace level, i am getting this

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[01:41:14.981] info: [RTX Opacity Micromap] Instance has non triangle list topology. This is only partially supported. Falling back to a conservative max value for estimated numTexelsPerMicroTriangle instead.

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Exception 0xc0000005 at 00007FF9AD1C2FAD! Saving minidump to 'C:\Program Files (x86)\Steam\steamapps\common\Painkiller Black Edition\Bin.trex\NvRemixBridge.exe_20260113_014115.dmp'

tall iron
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Turning off opacity micromaps fixed it

clever gull
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yeah those can be tricky buggas

light palm
clever gull
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too much pud

tall iron
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so whats the status about Docks? has there been any progress to make it run better?

light palm
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there are almost certainly better pathtracing centric culling methods, i have not done the research on it though I want to. Just getting more pressing things in order

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a snippet from one of the patreon posts drafts
"...precomputed PVS (Potentially Visible Set) algorithm with an additional step where all of the areas visible from the first iteration of the PVS are also visible..."

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possibly something fundamentally wrong with this logic, but it's fun to think it through

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there are other thought threads. there are a finite number of cases where the original PK culling method causes visual artifacts with PKRTX, and manually handling them on a case by case basis by setting specific pieces of geometry to always render would work, but it would be a lot of time investment to do it that way, and not generalisable obviously

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colosseum has horrendous performance as well

tall iron
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Im curious if you have a definitive cause for the performance issues

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I remember something about excessive draw calls and all that

clever gull
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It's a real headscratcher to find the middle ground between the pathtracing-friendly rendering and CPU performance

tall iron
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Then have a static model of the entire level which is only visible in Remix

clever gull
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That would be the best case scenario actually, if done seamlessly

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but imo it's just more cool to make the generalisable approach work as was mentioned above

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you never know until you want a Pathtraced Overdose just like that😉

tall iron
light palm
light palm
tall iron
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if you could generate a single mesh of the level, that would have been peak automation ... too bad it seemingly doesn't work?

light palm
tall iron
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but the levels are so low poly anyway

light palm
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search up this thread for stuff Mark said, really interesting stuff

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u can do that with the search thingo in the top right, at least on desktop discord

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strangely one of the big performance killers on atrium was because a chain used 2 textures instead of one, getting in the way of certain batching etc. This stuff can be pretty counter-intuitive!

tall iron
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it brings to mind the BSP tree of Quake levels...

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the idea is that instead of one big mesh which the raytracing apparently doesn't like... you have the level in chunks which are positioned correctly to recreate it, which should hopefully work better?

quasi salmon
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BSP is too aggressive hiding non visible faces, resulting in light leaking and it also breaks hashes.
Here are some issue you see in Quake3 with BSP enabled (it's even more aggressive in Quake2).
ATM we disable BSP completely for the idTech 2&3 games being remixed.

quasi salmon
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👋 lesGO

clever gull
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👋 lesGO

clever gull
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Doesn't run on Samsung S25

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Needs to be addressed ASAP

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the mfer doesn't even create any logs

potent cedar
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turnip doesnt expose the correct RT extensions by default, from what i can assume is a lack of proper hw acceleration. I built a custom version on my x1e laptop and got it working but it runs pretty poorly lol

clever gull
potent cedar
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turnip or the official qualcomm ones?

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ah nvm

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vid finally loaded

clever gull
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Fuck me if it was official

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one day

kindred haven
clever gull