#Grand Theft Auto IV (GTA 4)

1 messages · Page 2 of 1

barren thorn
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i just pushed reflections for debugging how normals are working

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and reflections are broken af

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so um yea shadows are working

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no possibility of replacing models

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maybe mats you can do

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but with broken normals no chance for it to look good

young patrol
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I know from Skyblivion, VTM Redemption Reawakened, and similar projects that the answer is more likely than not, "It will release when it releases," but, I'm both too curious and too hyped to use it myself: is there any kind of ETA on when you'll release your GTA IV RTX remix files @smoky flame ?

smoky flame
young patrol
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With patreon supporters? If you did that I'd sub

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What patch are you using for your build? IIRC my current modlist thanks to Iceenhancer 4.0 has me stuck on 1.0.3.0 but if I could go up to a patch that allows me to also play the DLC with it I'd be ecstatic

smoky flame
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Yea as a small thanks to the long-term subs (that does not exclude new ones)
Very latest (Grand Theft Auto IV: The Complete Edition (1.2.0.59))

amber rivet
smoky flame
amber rivet
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im an og green_fire

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well idc to support some more your work is truly goated

crimson ruin
smoky flame
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thats where the testers come into play

compact cargo
crimson ruin
compact cargo
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alr man have fun waiting a year for it to look and play reasonably good

amber rivet
crimson ruin
compact cargo
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pt makes the graphics better

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if its unrefined, it will change the look of the game entirely

smoky flame
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ehw my name looks so weird with the first letter in capital

crimson ruin
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if you mean that grey nyk atmoshere in remix version it still there

compact cargo
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as long as the game looks like this i wont reccomend playing with pt

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wait until the mod reaches an alpha or beta release

crimson ruin
worn fox
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what are you saying

crimson ruin
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and stop blaming xoxor work it looks very nice

compact cargo
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theres the missing fog, i think the atmosphere is broken, ambient lights need to be removed its far from finished

compact cargo
crimson ruin
crimson ruin
smoky flame
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totally fine to point out missing stuff. Fog, especially timecycle based, is still on my todo list

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not sure if I can get it to look like the og tho .. which is a mix of linear and volumetric fog I belive?

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a lot of stuff will happen outside of the compatibility mod tho

compact cargo
smoky flame
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like removing some of the fake ambient lights is something that will need to be done via actual game mods

compact cargo
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or nah

smoky flame
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and I'm not a "gta" modder in that sense so someone else will have to do that

compact cargo
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yeah this whole thing is a massive undertaking

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its incredible that it seems to be cooperating with remix

smoky flame
compact cargo
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hell idek how you managed it get it to hook in the first place thats insane

smoky flame
indigo charm
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Regarding the style, when you are talking about implement PT and PBR in games that were never made in that regards, of course it is expected that the style changes drastically, as in, making more sense visually. That's just the nature of making light respect real life properties.

RTX Remix is here to massively improve games visual, similar to what a remake would be, if an original game style is too important for someone, then ... can just play the original

hidden monolith
# indigo charm Regarding the style, when you are talking about implement PT and PBR in games th...

I agree completely.

Plus, a game like this which already has a (mostly) realistic art style is the perfect choice for something like this.
I think a lot of the time what people is a game's art style is really more influenced by the technical constraints of the time than anything.

This isn't always true, of course - there are plenty of games whose art style was a deliberate choice by the developers - but when it comes to games like this, I think that if Rockstar could have released this game in 2008 with the same kind of graphics that GTA VI will have, they absolutely would have.

zenith hill
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gamers love to reinvent historical materialism but for gaming but somehow come to the conclusion that this means you should just dismiss the gameplay and art choices of games from the past because that's not how they would have been made today

wicked hedge
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gta 4 is not real

stark basalt
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Glad I checked here, didn't know remix was being worked on for gta4. I've been hoping to see native HDR for this game, like RenoDX but it doesn't support dx9

indigo charm
smoky flame
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finally got some fog

smoky flame
earnest kernel
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Fog looks sick btw

wicked hedge
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ngl might look better without

smoky flame
wicked hedge
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it does look foggy like that in real life NYC though

wicked hedge
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*people hating because they cant run it on 1gb rtx 2050

smoky flame
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Feels cpu bottlenecked. Changing dlss doesn’t make that much of a difference

wicked hedge
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this is really bad news xD

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Should've gone to Am5.. well , i won't be upgrading anytime soon

wise osprey
# smoky flame finally got some fog

Of course everything is wip still and I have that in mind, but it would be cool to have everything as close to IV‘s vanilla visuals as possible, so in theory timecycle only graphics mods would work without much adjustments. It‘s very cool to have fog, but it looks kinda dark here and not dense enough compared to IV‘s visuals. The horizon sky colors are usually much brighter than top sky colors. FusionFix also comes with volumetric fog, in case you don’t know. Just in case

smoky flame
dull thunder
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Seems like a lot of manual work to adjust fog according to the detected weather type. I wonder if remix mod.usda could be used to alter fog settings

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Normally in toolkit I think I've never seen such parameters exposed, only in runtime

smoky flame
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trying to match things up manually so I can compare timecycle values with whats needed on the remix side. Haven't found a way to achieve bright fog tho. Don't think that its possible

wicked hedge
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Here is my take on Niko Bellic from GTA IV. It was the first GTA game that was released for PS 3 and seeing all those graphic and gameplay upgrades was really great! This is how I think Niko would look like with next gen graphics 💪
Instagram - https://www.instagram.com/hossein.diba
Facebook - https://www.facebook.com/TheArtofHosseindiba
Twitt...

▶ Play video
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now just import that niko model

wicked hedge
smoky flame
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that frame counter is really bad

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its around 40 with remix there but it dips all around the place

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the second pic is without remix and I had 260 and not 14

wicked hedge
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fair point

barren thorn
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XDDDD

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imagine

wicked hedge
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this is insane work tho

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someone should hit him up about this project to see it ingame.

dull thunder
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@smoky flame are character hashes stable?

wicked hedge
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hire this guy

lone garden
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and again

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send this link

smoky flame
wicked hedge
smoky flame
wicked hedge
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smh unstable hash

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be stable already

lone garden
smoky flame
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these are the values I have to somehow translate to remix settings 🫣
Was thinking about matching up 2-3 by hand and then paste all of the results into some AI model (together with the remix settings) so that it hopefully spits out a few functions

wise osprey
wise osprey
smoky flame
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linear/expo fog mixed with volumetrics. I need to translate that to absorption/transmittance and atmosphere height

dull thunder
# smoky flame

Over here, could you control the building emissives to be enabled after a certain period in game time?

smoky flame
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the game controls all the emissives

dull thunder
wise osprey
dull thunder
smoky flame
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yea I took most screenshots in the evening / night because my save starts at 10pm or so

compact cargo
smoky flame
amber rivet
barren thorn
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Diffrent configuration for diffrent weathers with time of day modificators?

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this one feels like hell of a job

dull thunder
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Just great to see progress here

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Reminder that this game was never really considered to be "remixed" yet it happened because of your efforts

smoky flame
barren thorn
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thats even better way to do it but none the less i think that future modders will appreciate that

smoky flame
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I hope some og gta4 modder will rewrite that part of the code one day lmao

dull thunder
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@smoky flame your implementation for the weather dependent roughness appears static? Is there something that can perhaps make it affect the materials roughness map when someone does eventually makes a mod? Right now it feels like there's a uniform roughness layer whenever there is a rainy weather in game

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I don't know how to explain it exactly but that's also one of the things I noticed

smoky flame
dull thunder
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Very nice, I would like to try and remake the roads for this game to test it out

smoky flame
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yea it looks kinda off with no normalmap

wise osprey
smoky flame
dull thunder
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Is baked lighting removed?

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Like over here, can't tell if it's baked or actual path traced

smoky flame
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there is no baked lighting anywhere besides whats kinda baked into the dirt decal shader textures (not applied on that pic)

narrow cloak
dull thunder
barren thorn
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If there was a way to link hash to hash of visible texture properly but propably even if implemented it would be ton of work

smoky flame
narrow cloak
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Ughhhhhhhh

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Shit, you're right

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If it's possible, then it'd improve the visuals a lot

dull thunder
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I fear it would cause a lot of lag or high utilisation if it's real time processing

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Oh wait, GTA 4 got the regular 3 channel normal maps it needs to be octahedral ones

smoky flame
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my own imgui window is also fitting in quite nicely I think 😄

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and also added an about tab

narrow cloak
wicked hedge
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so this is done? Where to buy

wicked hedge
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gta sa has like 7 gb at 1080p lol

smoky flame
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Would be really nice if the runtime could capture remixapi lights (not for editing but for proper looks in the toolkit)

limpid path
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saw a lot of people posting screenshots in #showcase

was this mod released somewhere?

narrow cloak
limpid path
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ah okay

smoky flame
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Interesting: performance is really really good when higher above the map but tanks when getting closer. Likely due to the amount of detailed geometry and shader usage. Also found that rendering the water waves costs like 10 fps 🫣

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oh turns out I can easily render it via FF. Performance impact is very much gone now

smoky flame
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I can finally reach 60fps on ultra performance 1080p 😂

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I need framegen aPES_Crab

fair eagle
# smoky flame

Any ideas how to fix culling (building shadows disappear off camera)

Like in nfs mw adam did fix it, but CPU performance dropped significantly, I'm afraid with GTA4 it could be even worse.

smoky flame
dull thunder
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Geometry has been fixed with anti culling but in one video xoxor shared I saw NPCs do have some sort of extreme culling

hollow estuary
dull thunder
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Yeah let me pull up the video

barren thorn
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lots of triangles

amber rivet
dull thunder
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You can see the NPC appearing in the reflection, before that you can't see it

barren thorn
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this one is so freaking huge

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from few captures ive got 2500+ textures to work on

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this is ain't a project for one totaly

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im gonna prepare vertical slice

dull thunder
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Ah i wish the guys from liberty city preservation project were still around maybe a remix mod could be dropped off real quick

narrow cloak
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The lighting looks so natural when you have a game with more than 3 triangles per object.

dull thunder
barren thorn
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im not gonna test it with modifications atleast i didnt have a plan for now

dull thunder
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I believe this needs a few finishing touches and a volunteer to basically play the whole game again to find any obvious issues

barren thorn
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now its important to focus on xorxor native build to catch problems that could be problem on release

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best way its just to start working and testing ;D

dull thunder
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Also can someone from the supporters like get a video of the current mod on YouTube or anything? Or is that not permitted until actual mod release?

Want to see some sort of gameplay in action

smoky flame
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videos can be posted here but not on youtube 👍

dull thunder
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I see

barren thorn
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RTX 5070 12GB has problems with reading scenes from captures on toolkit

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i think i should make captures with shorter draw distance or something

wise osprey
# dull thunder Someone posted this above, would this work <@751882119512457276> https://www.n...

I‘m so tired of these lazy AI upscale mods people create these days. Upscaling diffuse/color textures only and call it a day isn‘t a good solution. We need people who are also capable to add/improve material textures. A flat looking texture without any shaders won’t look that much more impressive with twice the resolution, especially not with IV‘s huge UV scales certain models have

narrow cloak
dull thunder
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UV can almost definitely be fixed given only some buildings have this issue. Also we got some pretty good AI PBR tools here from the community that can do n/m/r from a given texture with good upscale

dull thunder
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I seriously do not believe someone going to remake all textures individually. Atleast not a single person

narrow cloak
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Me neither

barren thorn
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random saxophone guy in the streets cleaned by native trainer

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now im just watching on internet pictures of windows in NYC

wicked hedge
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smarter approach, give every texture x2 res normals and add other pbr channels, remake done

barren thorn
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there is lot of texture streaming going on around

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if you make PBR you need to make multiple captures of the same building from diffrent spots and then assing hash

mighty gull
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No, it’s actually a Remix bug, it happened in GTASA too.
Changing the view angle causes the texture hash to shift, which didn’t happen before Remix 0.5.4.
It’s something the Remix developers need to fix.
For now, you just need to assign the original real texture to the new material replacement.

lone garden
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ist that called LOD?

mighty gull
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In the recent Remix builds, some textures suddenly switch to unrelated ones, it’s not a LOD issue.

barren thorn
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road texture pbr 4k vs og

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and one cinematic shot right now for fun

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look at those reflections on the car

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its mindblowing

rustic coral
barren thorn
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upscaling itself wouldnt make this result XD

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this is just beginning of overcoming default gta 4 engine limits of texture size and using actual pbr materials

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i thought of making it 8k but i get 14 frames in Ny center

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rtx 4060 laptop gpu

barren thorn
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slowly pbrs are showing up ;D

dull thunder
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Looking pretty good!

barren thorn
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rockstar went mad when it comes to diverse buildings in this game there are no short cuts there is need to make pbr out of every building

barren thorn
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this one definetly feels like a project for years

quick smelt
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are you doing the pbr textures in blender?

peak shoal
dry inlet
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It's a tricky thing with remix for an open world. This game feels like it must be done because it will look so transformed. But it will be so much work. Both the sheer scale of the game assets/variety, But also capture process /hashes in remix

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Well done though guys, i love seeing these images

dull thunder
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Any automation process would help, probably could reuse some textures and their original normals

dry inlet
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yeah, havign a robust acceptable lower fideltiy to handle scale, whiel peopel touch up areas.

dull thunder
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So far lighting is on spot. Matches one to one with the original

dry inlet
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I think xoxor using of shader constants/params to try and automate pbr sounds good (thats what it sounded like to me, reading comments)

dry inlet
dull thunder
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Yes, the lighting data is extracted from the game. Then translated into remix lights using Remix API

smoky flame
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That + auto adjusting remix settings based timecycle settings (tonemap/saturation post processing and more)

dry inlet
quick smelt
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why is everyone so upset with ai upscaling of the textures? most of the time it actually works really well, even with 4x. And thats like 3 min of work, depending on the gpu.

tiny stratus
quick smelt
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Yeah, it needs to be done properly. But its super fast and out of the box nearly perfect.

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only the round objects are a mess with ti

dry inlet
smoky flame
dry inlet
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gotcha

wise osprey
# quick smelt why is everyone so upset with ai upscaling of the textures? most of the time it ...

Upscaling alone just isn’t enough, otherwise it‘s fine to use upscaling methods, as long as you do it correctly. If the game has weird UV scales like IV + if most textures don’t even come with material maps, upscaling alone won’t help that much to improve the quality to a level where it‘s justified to use AI. Yes it‘s easy and fast, but that’s a blessing and a curse at the same time in my opinion, because it allows people without much experience/understanding to create bad and lazy texture mods without much effort. Then there’s also the fact that AI models are getting better and better each year, so AI texture upscale mods are getting outdated kinda quickly

bold dome
barren thorn
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yes

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im doing some work on it just to test if replacements will behave correctly

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and other stuff

bold dome
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Noice

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And about the Prototype?

barren thorn
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it was CR Build test nothing more

bold dome
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sad

smoky flame
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The texture streaming of the game is reusing existing texture slots and remix is not rehashing the textures?
I had a few UI textures tagged and the game suddenly reused these texture slots for 3d world materials .. PES_BoiStop

barren thorn
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alt tabbing the game fixes the texture

dull thunder
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Does the streaming issue occur when you move into a new area? Such that it overrides existing textures in the texture list?

barren thorn
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i love this new road

bold dome
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I want to test lesGO

crimson ruin
smoky flame
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uh when I select the crossroad texture its displayed as a normalmap

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yea and stays that way even tho the texture itself changes

barren thorn
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was flying around and came to the same spot

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and it is not rule to have same spot where streaming fails

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but behind you is great spot to make screenshot

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damn everywhere i go there is good spot for screenshot XDD

narrow cloak
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Can we get a screenshot of the city square at night

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With all the billboards n stuff

barren thorn
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hmm why not

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im making pbr's for this area especialy

dry inlet
dry inlet
barren thorn
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after some set up

barren thorn
narrow cloak
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Oooh

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Lovely

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Cyberpunk 2

dry inlet
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V nice

barren thorn
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i managed to do pbr to building on the right so we see reflected lights in windows ;D

agile horizon
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any videos?

barren thorn
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no videos for now

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xor send some b4 ;D

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short ones

agile horizon
dry inlet
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Shall I say the joke? 'We got path traced GTA 4 before GTA 6'

earnest kernel
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Emissives are so goated

livid valley
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looks like there are some fake lights?

earnest kernel
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Yeah I noticed that after the fact

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The windows are emissives

agile horizon
barren thorn
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I was searching internet for months if anybody managed to port libertycity to gta v enchanced

hollow estuary
worn fox
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come on guys niko's face needs SSS

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and normal maps

barren thorn
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Sure maybe i will try it

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but i didnt have good results with the skin

barren thorn
# barren thorn

tbh this one gives me the vibes of first the crew trailer idk why X)

wise osprey
# barren thorn
DW

PC Update:
http://www.overclock.net/lists/display/view/id/5242446

Is this real life? Which will have better graphics? This or GTA 5. Leave a comment on which you think will!

Rig:
AMD Athlon II X4 630 OC'd @ 3.5 GHz
ASUS M4A77TD
EVGA GTX570 Superclocked
8GB G.Skill Ripjaws
2x 500 GB
Windows 7 x64 Professional

If you have a CPU and graphics c...

▶ Play video
young patrol
barren thorn
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i cant promise there is 4000 of them on the deck

barren thorn
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And I presume that there could be propably double of that in entire game or even more

barren thorn
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Im damn excited for that day

barren thorn
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Even if I had all of the pbrs made it will take ton of time to get in to remix render

wicked hedge
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it just takes too long.

dull thunder
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Slowly getting everything captured and replaced

barren thorn
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if somebody wants to know

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Gta 5 map mod is uncompatible with xor mod

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Sorry we cant remix GTA 5 Map

zenith hill
barren thorn
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idk if the time cycle mod will work with rtx remix

smoky flame
smoky flame
mighty gull
# smoky flame <@944081029331820574> did you create an issue for the texture streaming issue? A...

I don’t think I’ve raised a GitHub issue about this yet, but here’s what I’ve noticed:
Before 0.5.4, the texture streaming issue was there, but it didn’t happen often.
After 0.5.4, things got worse, serious memory leaks.
And with the latest build, there’s a major problem with texture hashes, even just changing the view angle causes textures to switch.
That doesn’t make sense, especially when the object is still in the camera view. The texture memory shouldn’t be shifting like that on the engine side.

barren thorn
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i love doing these type of materials 😄

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hmm maybe they should be a bit darker

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just a moment

wise osprey
barren thorn
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man i just today found out that you are my legend ;D

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i can try in a moment

wise osprey
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Does the RTX Remix stuff work with FF? I have a version in the optionals folder without the new ACES tonemapper requirement, so it works without FF in case you can't use it

barren thorn
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xorxor had to do some changes to fusion

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config

zenith hill
lone garden
barren thorn
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Displacement map distortion

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through paralax effect

barren thorn
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or what you want to see after installing the mod

wise osprey
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Can you send me the config, so I can compare it with the default one to see what he changed? Then I can send you an adjusted version of that .ini

wise osprey
barren thorn
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Um shadows and reflections need to be disabled ;D

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water lowest possible

wise osprey
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Oh yeah that make sense, if you have to do it because Remix handles it

barren thorn
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light colors seems to be diffrent with your mod

wise osprey
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Make sure console gamma is off, bloom enabled (if it even works with Remix idk), tonemapper on and screen filter on default

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Yes, there's a whole optional included for improved prop lights:

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Basically a lite/mini version of ProjectLights 😛

barren thorn
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i think that weather and atmosphere needs to be done entirely in remix

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there needs to be dx9

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all of these seems to be connected with vulcan api

wise osprey
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Try to check multiple weather/time presets. Cloudy midday should look interesting with ray tracing, also night times maybe. Lighting 6pm has a unique style/look. Sunset times for any sunny related weathers are probably interesting too with RTX Remix

wise osprey
wise osprey
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No idea, if it works with Remix tho

barren thorn
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it switches for vulkan while im trying to change

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those effects are propably shader based

wise osprey
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I blocked the ability to change certain ingame settings via "frontend_menus.xml", so maybe that's why you can't change certain settings. This should only affect console gamma, tonemapping, screen filters and something else I forgot

pro tip:
don't use my included fronted_menus files for all 3 episodes and use the ones from FF instead to get rid of the limitations

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I did that, because a lot of users ignored the required settings and then they even started to complain that console gamma for example looks odd, even if it's not intended to use it at all with my timecycle preset facepalm

smoky flame
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dont adjust any in-game settings because nothing of that translates to remix

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eg. no need to enable bloom as that is only toggling the rendering of the post effect in the og game. The timecycle variable will still be interpolated and changed and thats what I'm using to set the appropriate remix variables

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if something does not work, that I have not yet translated that or it does not make sense with remix .. or there is not such functionality within remix (eg. lower sky horizon color)

zenith hill
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don't the sky parameters kinda work since the skydome (I assume) acts as a light source?

barren thorn
# wise osprey Sure, I wouldn't expect things to work out of the box

imagine RTX Remix like you just exported the whole game world into Blender

the game itself becomes just a “model dump” — geometry, meshes, nothing else
and Remix is like Blender’s render engine — it builds its own lighting, reflections, and materials from scratch

all the old ENB stuff — bloom, color filters, shaders — that’s gone, because those belonged to the old render engine that Remix completely replaces

so yeah, you drop that raw model into Remix, then you have to rebuild every material, light, and reflection manually — until the whole scene has proper PBR materials that can react physically right to light

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this

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i think is a good comparasion

smoky flame
scarlet pecan
# barren thorn

Amazing! Would you be able to smooth the roads too, please? At some places, the roads are pretty low poly. I would highly appreciate it! The sharp corners of the roads ruin the nextgen feeling

peak shoal
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Everything can be imporved now, but it will require manual work for many things

dull thunder
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Doing that for all the roads will take ages

scarlet pecan
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I’m part of a team working on a remake of Mafia 1 in Mafia 2. We encountered the same issue, and I felt it was important to address it.
Unfortunately, I am not good at Blender, so I had to rely on external help to manually smooth every single road (corners, turns, vertical drops) across a map that's nearly twice the size of GTA IV’s map. The original model geometry was terrible. Around 90% of the people I approached told me it was unrealistic, even crazy, to attempt such a task. All of them declined. I even hired a professional 3D artist from the U.S., who worked on it for a few days before refunding me, saying he had better things to do. Fortunately, I was lucky enough to find an incredibly generous guy from India who completed the entire job in less than a week. In the end, it only took a few days. So really, it comes down to finding the right person. Some people don’t mind doing the kind of tedious work others avoid –... like me :P... So I think saying that it is unrealistic to do („Doing that for all the roads will take ages“) is not the right attitude. It is totally doable. But I do agree that it is not a priority now. Let’s master the graphics settings first.

dull thunder
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I'm not in mood for an argument over what's right and wrong or what attitude it is. Only the dedicated enough will go through it and it will take time and effort, it depends on what you value the most.

scarlet pecan
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I agree with you. No need for an argument. I was just sharing my experience.

wise osprey
# barren thorn imagine RTX Remix like you just exported the whole game world into Blender the ...

Thanks for the detailed explanation, but my graphics mod doesn’t rely on ENB at all. There’s also a version inside the optionals folder that works without any FusionFix features, so you don’t need the volumetrics fog, the sunshafts, the tonemapper or anything else. Might be worth to try this version instead, since it works 1:1 like the vanilla timecycle in terms of functions. So everything that works on Remix with the default timecycle should also work with that one

wise osprey
barren thorn
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they are translated into remix runtime but in translation layer they are modified by mod

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as far as i know

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so i cant tell you straight example i didn saw source code

barren thorn
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i got to knew some italian graphics student few years ago

i was posting him few screenshots from the game i was working on and ,
he stated that there is something wrong with the colors

and i was like it looks good on my screen and explained stuff

so he told me what was wrong and it was my monitor so he taught me how to configure monitor to have neutral colors

and after that screenshots i posted were looking good

so here we have situation where remix translation is like self configured monitor

#

colors will look totaly diffrent

#

with it

#

so this example if you configured timecycle on original game and got good results those might be broken with remix

wise osprey
#

Yeah I understand that Remix needs to be linked/translated to IV‘s timecycle parameters to look as close to the original as possible. But, when Xoxor manages to make it look as close to the original as possible, then my timecycle mod should work just fine too in theory. At least the version included in my optionals folder which works without the tonemapper, volumetric fog, sunshafts, etc.

narrow cloak
#

Monitor config is very important

#

I try to keep mine calibrated as best as I can just by eyeballing it

#

Been thinking of buying a spyder but maybe after I get a new monitor

barren thorn
#

i saw that when sunset comes with your timecycle mod it throws saturated orangish color but it kinda doesnt match the ambient sky light

dull thunder
#

Is the original tonemapper also linked with remix?

smoky flame
#

If you mean the timecycle color and gamma values, yes

unreal oasis
wicked hedge
#

release where

barren thorn
smoky flame
#

There are some breaking issues with texture streaming and the game using incorrect textures for objects after a while. That creates problems with replacements but also with texture tagging. Eg. a texture can be tagged as UI but the game decides to override that texture and use it in the "world" while it keeps the UI texture hash ...

narrow cloak
#

You have to donat(e)o to to xoxor

mighty gull
livid valley
#

niko bellic gaming

lone garden
#

is that

#

YELLOW CAR man

zenith hill
#

waow

#

it actually looks like leather now

smoky flame
barren thorn
#

No more streaming issues

worn fox
smoky flame
earnest kernel
#

RIP creepy stuff like this

livid valley
#

what the

earnest kernel
#

He is watching

hidden monolith
timber perch
#

Hi guys, is there a tutorial or any message which explains how to install remix into gta 4?

dry inlet
dull thunder
#

For Niko's head

scarlet pecan
#

How can I quickly identify the texture currently being rendered in-game and locate it in the game files? I am looking for the normal maps of GTA IVSA roads. No matter what I do, I cannot find it

smoky flame
hidden monolith
# smoky flame Let me know if it helps with your issue

I actually just tested it out not too long ago and it does!
Texture tagging is stable and so are material replacements for the first time.

#1236261405909581896 message
I just posted some demonstrations of it in the Project64 channel.

smoky flame
wicked hedge
#

to the testers: How's the performance?

#

anyone with a casual CPU ?

barren thorn
#

it will have some optimalisation

dull thunder
#

Next gen edition?

hollow cape
#

what about testing GTA VC Next gen edition GTA IV mod

#

it would blast 🔥

#

you mean rev team?

#

no that's not a custom ENB that mod is just what they were using the 'Cry ENB' for when they were making the next-gen mod

agile horizon
#

||hmm account created sep 27 immediately joins rtx remix the following day.||

hollow cape
#

lol gone

wicked hedge
#

what happened ?

hollow cape
barren thorn
#

4k fidelity in gta 4 like damn

its crazy

#

so incredible how does light work does the work with pbr's in gta 4

narrow cloak
#

I had a stroke

wise osprey
#

Optionally get ProjectGlass as well, since it adds cubemap reflections to several transparent glass texture surfaces. But make sure ProjectGlass has a higher priority in your modloader folder

smoky flame
wise osprey
#

Oh sad_cat

barren thorn
#

remix doesnt handle shaders at all

#

we can do only real reflections

barren thorn
#

technicaly speaking

wise osprey
#

It adds/replaces/improves light sources in terms of placement changes, flags, draw distance, etc.

barren thorn
#

can you share link?

wise osprey
#

It‘s in the download channel on my Discord server. No idea how cool it is to share links in here

#

You‘re on there already afaik

worn fox
narrow cloak
lone garden
wise osprey
narrow cloak
#

perfect

smoky flame
barren thorn
#

thats under gas station

#

greenish ones

#

for example

#

there is a lot of them everywhere especialy in apartments or interiors

wise osprey
zenith hill
#

can you make lights not cast shadows with remix?

smoky flame
smoky flame
barren thorn
#

i have bit problems with imgui

zenith hill
#

devastating

barren thorn
#

;D

lone garden
smoky flame
lone garden
barren thorn
#

first i would need to visualise the hash ;D

#

oh alright

#

X)

narrow cloak
#

How do I play this mod, even?

barren thorn
#

🍓 ☕

lone garden
#

maybe he's about project lights

#

idk

smoky flame
earnest kernel
#

Finally after 17 years were getting rid of those nasty low-res render to texture mirrors lesGO

barren thorn
#

real raytraced mirrors

lone garden
#

real mirrors

wise osprey
# smoky flame mirrors 👌

Wow this place looks so odd without timecyclemodifiers and all the volumetric effects from light sources in there 💔 Not that I expect that, I know it‘s a lot of work to adjust things to all interiors 😭

smoky flame
zenith hill
barren thorn
#

this is something more raw

#

Pathtracer but with a lots of trickery and fakery but it is raw

dull thunder
#

What if those fake ambient lights can be manually removed from the game itself, so remix cannot detect them

wise osprey
zenith hill
#

tbh if you just ignore omni lights you'll probably eliminate 99% of ambient lights with no side effects. can't think of any place in the game that uses them for non ambient lighting purposes

barren thorn
#

oh , those .dat files can be edited easily with any text editor thats cool

#

distantlights.dat is not

smoky flame
next estuary
# lone garden can raytracing not trace rays

That would be true only with actual pure naive path tracing, where you really just bounce rays randomly, but if remix did that, all you'd see would be a mostly black screen with some white pixels of noise scattered around

#

Nobody does pure path tracing

smoky flame
next estuary
wise osprey
# smoky flame what are ambient light values and color add doing?

Ambient light 1/2 are for the indirect colors from lighting aka shadows. Ambient 1 is for the x axis and 2 for the y one. Color add basically works like color filters. I can‘t explain how exactly, but it works a bit different compared to the usual color filters which are just applying a color over the whole image

wise osprey
smoky flame
zenith hill
#

ambient light 1 is basically bounce lighting and 0 is a sky/constant ambient term. the formula for calculating it is just
float3 ambientLight = gLightAmbient1.xyz * saturate(normal.z * -0.5 + 0.5) + gLightAmbient0.xyz;

wise osprey
#

Oh I‘m stupid af, it was 0 and 1, not 1 and 2 😆

zenith hill
#

I've been considering renaming them and other stuff in the timecyc editor for something more intuitive. the main reason I used the timecyc.dat names is because I thought it would make it easier for people who only edited the file directly before to get used to it

wise osprey
#

All the names perfectly make sense to me, since they‘re also like that in the timecycle files directly as you mentioned. From a rather casual perspective it would make sense I guess, but personally I would never expect that. I also think that people who are really nerdy enough to create timecycle presets probably know what they‘re doing

smoky flame
zenith hill
#

you get the bounce and skylighting for free with the ray tracing anyway, there is no need for them

dull thunder
# smoky flame

That was quick lol, though I'm not very fond of finding these lights one by one and disabling them as we go on

smoky flame
smoky flame
dull thunder
#

That's one way of doing it, just do all the lighting work required for remix using game modifications

#

Remix would then only intercept the lights placed properly

wise osprey
#

In the og game it‘s so obvious that people even reported it to me thinking it was a bug related to my stuff

smoky flame
#

That helps a lot and I only now notice that I've most likely used the cutscene timecycle params for the world

wise osprey
#

Shit happens 😂 Glad I could help with my poor wannabe knowledge

dull thunder
#

Woah

wise osprey
#

It‘s crazy how much different these interiors look like without their modifiers. The purple vibe is completely gone. I didn’t even knew these walls are orange 😂

barren thorn
#

hmmm thats a good reference

barren thorn
#

there is possibility of editing lights but now i just couldnt do that

barren thorn
#

but this is exciting as hell rn

#

the glass and the bottles that gives proper reflections

#

and those iluminating lights placed on tables

#

lots of stuff is detailed by light right now

#

looks like a diffrent scene but damn

earnest kernel
#

Looks so good

wise osprey
runic heart
wise osprey
#

Alone the fact that all of this works is impressive alone. Especially, since we all thought for years that this wouldn't be possible, so yeah you're right

barren thorn
#

there is always possibility of doing spotlights that will constantly lighten up with ceratin color scene

wicked hedge
#

people have no idea lol

#

the Game was held back massively by Hardware already

#

Alot of style Intention came from that

wicked hedge
#

Pixel perfect too 😄

#

and zero ghosting

narrow cloak
#

well

#

obviously

wicked hedge
#

Doing this in RT probably costs less Performance than this way lol

zenith hill
narrow cloak
#

Well, I agree with the sentiment but I won't go THAT far, lmao.

barren thorn
#

👨‍🍳

#

didnt knew that those markers are 3d

lone garden
#

lol

#

why

zenith hill
#

looks cool

barren thorn
#

added to them glass material and made them less brighter

#

they were lighting up the scene with emissive light i guess

barren thorn
#

didnt touch for some reasons materials there but i did remove ambient lights

and in places where are lightbulbs that are supposedly lighten up the scene placed points of lights with parameters that make sense for original game

#

there are a lots of invisible point of lights inside first interior

#

i was shocked to see

#

small volumetrics experiments

#

results are so tasty

mighty gull
#

Some WIP update. Do you notice it😜 , Does it feel like too much?

hollow estuary
barren thorn
#

cant see in my version of openiv map editor option

narrow cloak
barren thorn
#

he is sweating ;D

crimson ruin
mighty gull
mighty gull
narrow cloak
#

hmm

#

Needs a high res normal map to diffuse the reflections

mighty gull
#

Normal and roughness

livid valley
#

where that rtx skin at

lone garden
#

it here

livid valley
#

oh ok ty

barren thorn
zenith hill
#

ye

barren thorn
#

great

#

um

#

you made that mod over imgui?

#

xor is making this compatibility mod with imgui too, and there is big issue with interacting with spawned menu container

#

mouse shows up, buttons gets lit when you get mouse on top of them but i cannot click them

#

or change values

#

did you encounter those problems with making mod in imgui?

zenith hill
barren thorn
#

thank you so much

runic heart
# barren thorn

I wonder if those fake shadows on the textures could be replaced with actual real-time shadows

barren thorn
#

there are no fake shadows

runic heart
# barren thorn

Oh I thought it was baked in, like those cabinet shadows or the fridge shadow

zenith hill
#

oh man I forgot about cutscene lights. they're also problematic with enb because they look way too bright

barren thorn
#

there will be no shadows i think

runic heart
#

Only the kitchen light and the light above the apartment spawn makes Niko cast a shadow, or other objects under it

barren thorn
#

those are baked/dynamic i think that they are gone

barren thorn
runic heart
#

Interesting

wicked hedge
#

can we get a message when this releases

smoky flame
#

I will ping you

wicked hedge
#

thankss

bold dome
#

I m almost bald waiting

barren thorn
#

🍓 ☕

barren thorn
#

If you dont want to wait just support 🍓

bold dome
#

Ohh, how?

#

I think only old supporters can test

earnest kernel
#

Pretty sure it was extended to also new supporters

#

People been joining

barren thorn
#

;D

rough mesa
#

amazing work xoxor, stuff looks great!

wise osprey
#

Any new updates? Gimme some 🫴

smoky flame
#

Sure here are a few things I've got done recently:

  • added a feature to ignore specified game lights from being translated to remix lights
  • fixed mirror rendering (assigned a proxy texture so that they are easily remixable)
  • fixed some minor issues with imgui mouse
  • now using the proper timecycle settings for world/interiors and cutscenes
  • added some more anti culling options to not cull lights and npc's near the player
earnest kernel
#

Here's a screenshot showing the reflections of in case people didn't see it in showcase

peak shoal
#

Are you guys using also fusionfix with remix?

barren thorn
#

it is possible to have fusionfix working with remix comp mod but after some testing i dont feel like there is need of using fusion fix

narrow cloak
#

I don't think anyone cares about the visual changes

barren thorn
#

maybe in that case

narrow cloak
#

But the gameplay fixes would be very helpful

barren thorn
#

it hooks and works

barren thorn
#

XD

#

i can show some screenshot's but without buildings materials it will be not enough

wise osprey
# barren thorn it is possible to have fusionfix working with remix comp mod but after some test...

FF also comes with a bunch of gameplay fixes. You can’t even do arm wrestling in TLAD or finish the final mission in IV, because spamming the space key is totally broken with 30+ or 60+ fps by default. Not to mention all the quality of life improvements. It‘s an essential mod that does so much more than just graphical fixes/improvements. Pretty sure these things would be still broken with Remix, since those are vanilla bugs

zenith hill
#

meant to post this before but only remembered now. some CLightSource flags that might be of use:
0x10 = emergency light
0x10 = no reflections/filler light*
0x80 = cutscene light
0x100 = headlight
0x200 = traffic light

*I think it might be worth testing how many, if any, false positives you get if you ignore any omni lights with this flag since afaik you only get that combination with ambient lights

smoky flame
smoky flame
earnest kernel
#

Very nice

barren thorn
dull thunder
#

This might be a wild question but how could rtx remix be used to recreate the paint shader effect from GTA IV using materials, I've looked at it close enough to realise that metallic paint colours have this glitter/powdercoat feel to it in this game. And I've not been able to create this paint accurately myself many times before.

smoky flame
dull thunder
#

You would think remix would handle this shader properly?

earnest kernel
#

xoxor managed 7.5k likes AND somehow mostly positive comments on Twitter of all places HUH

narrow cloak
#

lol

#

I saw this earlier

earnest kernel
#

I expected the comments to be the usual "looks like absolute garbage" that you see under any RT mod online

#

Maybe this account just has non-toxic followers flushedcat

narrow cloak
#

Gta fans

#

Especially gta 4 fans who thirst for every crumb of content

earnest kernel
#

The videos I did on GTA on my channel made me turn off notifications back in the day

smoky flame
#

Keeping the original color palette is the most important thing it seems cutecat

narrow cloak
#

Obviously, yeah.

#

What are you hiding

dull thunder
agile horizon
#

Unfortunately someone did post earlier footage of it on brazilian twitter, the comments and reposts we're negative and uninformed as expected

#

but yeah, i'm glad it's getting proper positive attention too.

smoky flame
#

looks like one of the very early videos

agile horizon
#

yup it is, the guy didn't get the memo not to share early stuff

barren thorn
#

Sep 1 isnt it from september?

agile horizon
#

ye, a while back

thorn sky
#

Idk how someone could look at that in specific and go "this looks wrong and it has no chance at ever being right"

barren thorn
#

i love this shot ;D

thorn sky
#

For some reason specifically the opposite part of the apartment is burned into my brain lol

#

Does look cool though

frosty wren
#

dayum

#

rtx remix in gta 4

twin mason
#

theres something in the brocolli

topaz gust
#

completely unreal 🔥 vanilla vs rtx

coral summit
#

Night and day difference

indigo charm
barren thorn
foggy anvil
#

I find it funny we can compare the rtx mod to ice enhancer like GTA v legacy on max settings vs enhanced edition

It's a situation where more details pop depending on the eye of the beholder because the graphics are that good in both instances already

#

However I think the mod still smokes the enb out of the water

#

I think the real advantage of ice enhancer 4.0 is the way fog and certain lighting looks depending on the scene

wicked hedge
#

Obviously it blows it out of the water you can't compare taster to PT

earnest kernel
#

Don't think I ever posted this comparison here. Maybe people are interested

topaz gust
bold dome
#

unreal how did you manage to do that ?? I thought gta 4 had fixed render pipeline and it was uncompatible with remix , well done👍

earnest kernel
crimson ruin
lone garden
#

i think its just gta 4 remaster which they all talked about couple of months ago

#

rockstar donated to xoxor4d

barren thorn
#

XDDD

crimson ruin
#

i saw a lot of messages on X about that take two can easily close this project and that post already have 338k views so i think someone from take two saw it, i really hope that its not gonna happen

primal pivot
#

they're not going to, where do people keep getting this idea

earnest kernel
#

xoxor is not actually modifying the game files

#

And there are a billion GTA 4 mods out there already

crimson ruin
#

we dont know what on their mind

primal pivot
#

sigh

#

R*/TT have a pattern of what they will go after

lone garden
#

they will just buy xoxor4d mod, and rename it to GTA IV DEFINITIVE EDITION

primal pivot
#

this doesn't fall under any category that they will be angered by, nor do they have any serious claims that would be acceptable in court

lone garden
#

ez money

crimson ruin
lone garden
#

where's u saw that

crimson ruin
lone garden
#

why ALL textures mods still exist

#

why models mods still exist

wise osprey
crimson ruin
versed patrol
versed patrol
lone garden
storm peak
#

best thing is, guideline says no commercial use, yet almost every major mod for v is locked behind a patreon or something kekw

#

thats why nve for gta v enhanced was never released behind patreon but released free in the first place

narrow cloak
#

Crazy

zenith hill
#

they do not care if your mod is legal or whatever lol they know you won't have the balls or money to dispute the takedown in court against them

#

the only person who did so far was one of the re3 developers, and they ended up settling out of court after 2 years

primal pivot
thorn sky
#

Rockstar does act when they feel like something is somehow going to affect their plans, whether or not those plans are at a glacial pace

#

If for some reason they decide now is a fantastic time for a GTA 4 rerelease with bonus Ray Tracing added, then they will act on this project

#

Also the RE3 devs were not the first to be forced into court by Rockstar, do not forget Gaming Damned, who had a graphics mod project for Red Dead Redemption that was meant to be played with Xenia called the Damned Enhancement project, he got so fucked over by it that he's just straight up not allowed to talk about Rockstar or their games seemingly

#

Oh yes and who could forget everyone on the team that intended to make Mexico playable in Red Dead Redemption 2

#

So like the whole modding community for that game

#

In the documents they directly cited the fact they had yet to make Redemption playable on PC and it took them half a decade still to even do that

zenith hill
#

the re3 case is unique because they weren't forced into court but rather chose to take the case to court because they thought they were in the right and it ended up going nowhere afaik

indigo charm
#

hope their 3 trillions worth is enough to disuade them ~~

crimson ruin
crimson ruin
narrow cloak
#

Relations with studios is more important

barren thorn
tropic pilot
crimson ruin
barren thorn
#

me and hemry are open for collaboration
looking for material artists , modellers , enviroment artists and folks who understand well gta iv modding atleast steam version of the game

proven verge
#

thought about making a logo for this project
hope you guys like it

mighty gull
#

Thanks for the effort, but we’re aiming to avoid using any original game Logos in our project’s Logo.

wise osprey
#

But good logo still, I like the subtle green reflects on the Liberty City part, good work

mighty gull
#

One more thing to mention regarding materials and mesh replacements, we’re focusing on a manual approach.
Please avoid using AI generated PBR materials, especially roughness and normal maps. AI upscaled diffuse textures are acceptable, but they need to be properly de lit to function as true albedo textures.
As for AI generated meshes, we’re currently steering clear of them. We haven’t seen any results with clean topology yet, and it’s important for us to maintain quality.
This isn’t about being anti AI or gatekeeping AI artists, we simply want the mod to reflect the effort and precision that xorxor4d has put into making it compatible, and to deliver a next gen GTA IV experience for true fans.

bold dome
#

Noice

mighty gull
#

Actually, I’ve made a logo already, but it’s probably not the final version.
I’m still gathering ideas and exploring different directions before locking it in

barren thorn
#

Another idea for banner and logo

worn fox
#

huh

#

also getting rid of the fake eye reflection would be nice

barren thorn
#

Early look it was

mighty gull
#

The texture is still a work in progress, not final yet.
Feedback is always welcome, whether good or bad. We’re just aiming to keep improving it!

worn fox
mighty gull
worn fox
#

i think @narrow cloak had some experience with human textures no?

lone garden
#

VERY

#

VERY

#

goofy and plastic

mighty gull
#

Substance Painter SS

#

I’m still pretty new to texturing, just started learning PBR texture last year.
Trying to push the detail as much as possible with what I’ve learned so far.

unreal oasis
# mighty gull

ngl i wouldve went with redoing the meshes in blender if thats an option tbh

#

still good tho

versed patrol
unreal oasis
versed patrol
#

also, it looks pretty good like that, i don't think another model is necessary

mighty gull
foggy anvil
#

I wouldn't really mess with it unless it's upping the resolution or adding bump map detail on the hair to look slightly more 3d but not actual geometry

#

Just slightly smoothing out polygons that look out of place that aren't noticeable unless looking up close

#

The clothes and hands and everything else looks fantastic

topaz gust
#

I adore the reflections on the vehicles here

merry grotto
#

can someone please make a youtube video showing the mod ? I would love to se a gameplay just driving around the city

narrow cloak
#

Forbidden

barren thorn
barren thorn
earnest kernel
#

Are there any flags to filter out fake shadow textures? Noticed there are still some in the game

barren thorn
#

Razed joined the EA group O.O

#

Creator of Natural Vision for Gta V

narrow cloak
#

Uh oh

#

Rip NV

smoky flame
earnest kernel
smoky flame
barren thorn
#

car mirrors are managable with mod

earnest kernel
narrow cloak
earnest kernel
#

The mirrors are part of a car texture map

barren thorn
#

lots of the cars share same texture pattern

earnest kernel
#

That's universal to all cars

narrow cloak
#

Because most mirrors irl are slightly curved outwards to increase field of view. So what games do is make a normal map that curves outwards

barren thorn
earnest kernel
#

Yeah the mirror part is in the middle

#

I made it glossy, it showed up in the toolkit but not in game

narrow cloak
#

Yeah, so you can make a normal map and slap it on top to widen the fov

earnest kernel
#

That's a good idea

barren thorn
lone garden
#

rt reflections, 8k textures

#

and

#

lowpoly goofy ah car

#

triangle wheel🥀

#

imagine skinned meshes

bold dome
#

2k textures

#

test lesGO

lone garden
#

i feel that

#

ai

#

yammy upscale

bold dome
#

I want to travel to NY and take some brick photos

worn fox
#

displacement maps 🤤

lone garden
worn fox
#

unrelated to the image

lone garden
#

uh

#

oh

bold dome
#

I put displacement but soft

lone garden
#

ultra very soft

bold dome
#

You can ajust in game

worn fox
lone garden
#

that's

#

disgusting

#

🥀

bold dome
#

And now?

lone garden
#

even more disgusting

#

ai generated shit

#

is original texture 512x512?

bold dome
#

yes

worn fox
lone garden
#

better just use free 4k textures

#

instead of ai upscaled goofy ahh glossy guh

bold dome
#

Im just testing

winter orchid
#

would it be possible to add sss to the peds and niko? like in gta v

zenith umbra
#

where can i download the mod?

lone garden
#

or donate to xoxor4d

zenith umbra
#

ok

hollow estuary
# bold dome

Imagine getting a 5090 to run an ai model to generate hd textures n this is what u get.

bold dome
#

I will die

wise osprey
# bold dome

A few models also have inverted normals and stuff. I had the idea of a grass parallax mod for IV to make it look more like grass surface textures from GTA V, but noticed that a lot of surfaces had broken normals, so I gave up 💔 No idea, how Remix handles these issues or if you can fix just things through Remix. I expect that you probably need Blender or 3DS Max for that

earnest kernel
#

Can't wait for this texture to be remastered

thorn sky
#

Can people chill the fuck out about ai materials

#

We're all hobbyists here

limpid path
runic heart
bold dome
#

Trying a new jacket

limpid path
runic heart
#

But the game doesn't come with FXAA by default, FusionFix adds that option (?)

limpid path
#

afaik fusion fix adds smaa?

#

but the base game had FXAA?

#

you could turn it on by pressing P iirc

#

i remember playing GTA 4 all the time before fusionfix and it had that blurry look lol

#

it's on console versions too

zenith hill
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I think that's just a frame from a very low bitrate video

runic heart
runic heart
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Afaik that was because the blur was scaled at 720p on PC so when definition was disabled, the entire screen would become blurry while still having broken DOF. FF fixed that.

smoky flame
narrow cloak
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I wanted to play gta 4 today

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But my brain was anticipating for more natural graphics

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In the end, I just closed the game and did something else

earnest kernel
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Me when

lucid birch
earnest kernel
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Path traced mirrors too OP

reef gate
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serious niko is really serious

earnest kernel
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In case people are following this thread, here's a video I made of xoxor's mod https://www.youtube.com/watch?v=X-nrhVO_980

Just some gameplay footage showing of GTA 4 running with the RTX Remix compatibility mod by #xoxor4d. The mod is still work in progress. This is with only minor modifications by me running stock, assets have not yet been upgraded. The mod is currently still in a testing phase for Patreon supporters with a public release expected later.
Support ...

▶ Play video
runic heart
earnest kernel
runic heart
earnest kernel
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I've been a supporter since before there were tester roles I think

runic heart
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Alright, thank you for the quick answers.

runic heart
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Well I guess an RTX 3090 is not powerful enough to run this at 60fps Kekw

smoky flame
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It’s cpu / bandwidth bottlenecked a lot of the time

runic heart
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Is there anything I can do to optimize? I would assume an ryzen 7 5800x3d to be sufficient

dull thunder
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Did this mod get released?

lone garden
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nuh

hollow cape
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is rtx remix compatible with 1.0.7.0?

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or only it's compatible with latest version?

storm peak
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why would you want to go back to the old versions?

hollow cape
wise osprey
smoky flame
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Only on the very latest version

hollow cape
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unfortunately i don't have rtx card otherwise i test this banger green_fire in VC Next gen GTA 4 mod

wise osprey
# smoky flame Only on the very latest version

Shaders are 1:1 the same on all 3 patches, so I thought so. Is there any kind of scripting involved? Then you need to adjust stuff to the hash addresses from patch 7/8 or something like that of course. Should be easy to make it compatible tbh

smoky flame
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Shader modifications are not required for compatibility per se. All they do is fix some issue with normals

Everything else is done via memory modifications to the game and I won’t be the one to backport all of the offsets to older versions of the game

dull thunder
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I assume some necessary hooks are hardcoded memory addresses?

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That's why it's just a lot of work to get all versions working?

wise osprey
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and I won’t be the one that backport all of the offsets to older versions of the game

It’s up to you of course, but that’s the worst part about the IV modding community tbh. Everyone just sticks with one version ignoring all others, while some people have enough empathy to realize that people use different patches too. I always make sure my stuff is as compatible as possible while so many skillful mod creators are rather ignorant related to that 😭 I admit that it might be a bit unfair to say so, since I only do mapping/timecycle/texture related stuff which usually works across all patches without any further adjustments shhh Patch 8 would be enough to be honest. No need to adjust things for patch 7 or patch 4 imo. Patch 4 is only relevant for ENB users and patch 7 is only really a necessary option for people who want to use LCPDFR with all features

hollow cape
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i think he hooked the render pipeline memory address x0

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so maybe other gta 4 versions probably would have different Renderer addresses

smoky flame
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All memory offsets are retrieved using patterns but most of these don’t work on older versions. I personally don’t care about older versions and want nothing to do with that

coral summit
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When is the planned release? Anytime soon?

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Otherwise I’ll just sub cause this mod looks too fire

scarlet pecan
# smoky flame All memory offsets are retrieved using patterns but most of these don’t work on ...

This sad news honestly breaks my heart. Version 1.0.8.0 would be ideal. It supports the Zolika Patch and Zolika Menu with improved First Person settings and most community mods. The 1.0.8.0 fixed the issue when you could not tab out and tab in, which is common for 1.0.7.0 (at least with Fusion Fix). Many in the modding community still rely on 1.0.8.0 due to its broader compatibility with community tools, multiplayer support and patches like Zolika. Supporting both versions could benefit a much wider range of users.

wise osprey
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That’s true. Don’t forget to mention the Vice City Next Gen Edition total conversion mod, which is also only compatible with patch 7/8

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Unfortunately most talented mod creators have this mentality. „I don’t play on this version, so why should I care?“. Sad tbh, but nothing we can do about I guess. Imagine how great IV modding could actually be, but eh 😆

smoky flame
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I don’t want anything to to with that for obvious reasons. It’s not stopping someone from making it work with older versions once it’s open sourced tho

dull thunder
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Potentially all that's needed is to give your compatibility mod the right offsets from that version and it would work

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Just need someone dedicated enough to do it

dull thunder
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I believe it's because you're also running the original GTA 4 renderer as well. Remix is just reconstructing all the geometry again through its Bridge application and applying path tracing (also CPU intensive due to BVH structure building). That's a lot of work for the cpu alone

storm peak
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even multiplayer, ignoring the fact that the multiplayer clients are directly acting against rockstars ToS regarding mods

storm peak
wise osprey
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Didn’t knew that, cool

wise osprey
storm peak
# wise osprey If it‘s not GFWL multiplayer it‘s not multiplayer :trollface:

afaik, most multiplayer - users are using GTAConnected as of now, and, ignoring that it is forbidden to use it after rockstars terms, it shouldn't be too making that usable on CE as well, since HappinessMP provides all needed information through its source files. (which itself is more advanced than GTAConnected, and thus I don't get why the multiplayer fanbase isn't switching over anyways)

wise osprey
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I‘m honestly not a huge fan of IV‘s multiplayer clients. I can’t even use FF with them, which is weird. Ironically GFWL multiplayer is the most mod friendly one + most things just work out of hands. It has it‘s problems of course like the kickbug for example, but otherwise it‘s still peak. There‘s a multiplayer event server for IV with over 12K members. They do mp events for GFWL every 1-2 weeks. It‘s still my personal favorite way to enjoy multiplayer, but it‘s patch 7/8 only. Of course you can‘t do roleplay or stuff like that, but personally I was never interested into such things anyways. I just want to play some game modes and maybe some free roam action

storm peak
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but seems like both GFWL and GTAConnected are used

dull thunder
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I have bad memories with IV's GTAConnected. Lots of rude people

lone garden
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gta and rude people

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its like

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absolutely the same

rustic coral
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People should just update their mods to the ce edition.

lone garden
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wise guy

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clever words

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but no one will do it

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lmao

wise osprey
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Not really, because it‘s not that simple

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A lot of people can’t make their mods CE compatible, because certain stuff only works on patch 7/8 such as IV.SDK and IV.SDK.net

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So script mod creators have no opportunity

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Not to mention that a lot of mod creators aren’t active anymore, so there will be always stuff that only works with older patches

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And what y‘all do when IV gets another update in idk how many years? Will everyone willing to downgrade to patch 1.2.0.59 then to try RTX Remix or FusionFix in case no one‘s active anymore to update these mods? That’s the controversial part about IV modding tbh and I can totally understand everyone who sticks with patch 8 for example. Everything made for patch 8 will still work in 100 years while everything that is being made for 1.2.0.59 won’t work in a few years anymore. Keep in mind that even CE got updated over the years from 1.2.0.32 (Or something like that) to 1.2.0.59

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People have this “latest version = the best/most stable“ mentality, which of course kinda makes sense in general, but not really with GTA 4

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I’m a CE (1.2.0.59) user btw, so I see this from a objective perspective

lone garden
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ok

barren thorn
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I know it might sound wrong, but honestly, I’m just glad someone finally stood up and brought us a compatibility mod for this game.
Sure, it sucks that it only works with one version, but still — without it, we might have had nothing at all.

primal pivot
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there's always the possibility it could extend to more in the future

barren thorn
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There aren’t many people out there who really understand reverse engineering and are willing to take on the heavy challenge of finding the right render calls, camera hooks, and all the other data needed for Remix.
xoxor4d has been dedicating a huge amount of his time to this lately, and honestly, if he had to make it compatible with every version, it would probably take him four times longer.
Once the source code is released, maybe someone else will step in and expand the compatibility further — but for now, I’m just thankful this even exists.

wise osprey
barren thorn
wise osprey
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A 3070

barren thorn
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then im happy that we have talented modder interested in this project

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compat mod for gta 4 is new open space for future mods

earnest kernel
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Multiple people are already modding it in the closed testing phase

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It's gonna be fine 😆

wicked hedge
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how it runs?

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is it cpu intensive like xorxor says?

wise osprey
# earnest kernel It's gonna be fine 😆

It would surprise me in a positive way, if that would be the case when it‘s released, but I don’t have much hope tbh. I‘m creating mods for this game, since I‘m 13/14 years old, which is basically 1:2 of my whole life and there weren’t a lot of people who had enough passion to fully improve the games visuals on a huge scale. I‘m basically the only person I can think of who created proper retexture mods for this game (No upscale only bullshit), material improvements for models around the map and light source improvements for map related parts (And props). At least over the last years. DKT70 created some really nice road textures for the game, but that was over a decade ago. The fact that we don’t have anything else road textures related kinda proofs how passioned people are actually about when it comes to IV modding unfortunately 💔

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I don’t say there aren’t any other road texture mods that got released over the years, but actual good ones? Sadly no

wicked hedge
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yes , it will not happen, no one will create thousands of textures

wise osprey
thorn sky
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I would also be stubborn to move from certain versions of a game

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It's usually not as simple as "just make it compatible with the new one" because a lot of stuff could change between them technically to where you're basically remaking everything you already made

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Sonic Adventure DX for example has a 2003 PC version and a 2010 PC version and so much research went into 2003 that 2010 which is the one you get through steam is essentially incompatible with anything done before

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And even then there was this awkward transition period where we had the Mod Loader existed but stuff was still kinda distributed as exe mods and raw files you would copy and paste into the game folders

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In the Sonic modding community in general this has been dealt with a lot since 2017 because SEGA insists on including Denuvo in their games, which means even something as simple as Sonic Mania was entirely different if they decide to push any update at all. They eventually just removed it for some reason but there's still a lot of stuff that was abandoned when that game's mod loader enforced the latest patches.

runic heart
wicked hedge
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just a random thought i had, if rockstar really decided to sue this, wouldn't they indirectly sue Nvidia Corp? Has anyone read the TOS of remix per chance?

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im not a lawyer or anything but, you know

dull thunder
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Usually with most games we are not directly modifying the game itself for remix compatibility. I wonder what category does DLL hooks fit. Because even that's not changing anything on the game client.

earnest kernel
smoky flame
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Well I had to reverse engineer parts of the game which kinda breaks their EULA but r/e should be fine in the EU. They can still issue a c&d if they feel like it. It's their property at the end of the day

runic heart
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I don't think its that big of a deal given you dont mix IP and you arent working in multiplayer related stuff, those are the most common instances of T2 stepping in

smoky flame
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Added a new texture category to disable backface culling for selected textures. That way we can fix some of the culling issues without disabling all of the backface culling within remix

dull thunder
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Can this texture category be merged into the main build? I saw a few issues like that elsewhere so it would be helpful

barren thorn
# barren thorn me and hemry are open for collaboration looking for material artists , modellers...

funny thing, an artist reached out asking if it’s a paid position 😅
kinda made me feel bad for a second, but honestly RTX Remix is a gray area — paying for mod work could easily end up with legal issues 😂
if someone ever manages to run a Remix project with paid artists, that’d actually be awesome — but I haven’t heard of any like that yet
for now it’s all volunteer work, contributors get full credit and can showcase everything in their portfolio

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especialy messing with R*

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it would be cool to get love letter from rockstar XDD

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nonetheless idea is cool , to do project with paid professional artists but who have money for that.

narrow cloak
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I don't see why paying artists could end up with legal issues

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You're supposed to talk about and finalize all terms before they start work

barren thorn
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and thats whats problematic

narrow cloak
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That's beside the point. One could also pay out of their pocket. It's rare, but it happens.

undone pilot
# wise osprey > and I won’t be the one that backport all of the offsets to older versions of t...

I don't think it's fair to say it stems from a lack of empathy on xoxor's part (or likely any other mod creator's tbh). As a creator yourself, you know that they often require a huge time investment by skilled people (and usually without financial reward); to then criticise others as lacking empathy for not having the desire to duplicate all that work again is simply unreasonable, especially if they open source the mod.

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It is a shame how few people have this skill-set though. I'd love to give a try for some older games but even with a background in comp sci it's quite daunting. Would you be willing/interested in producing a tutorial on your Patreon someday xoxor, or if not are there any resources you'd recommend?

undone pilot