#Grand Theft Auto IV (GTA 4)
1 messages · Page 2 of 1
and reflections are broken af
so um yea shadows are working
no possibility of replacing models
maybe mats you can do
but with broken normals no chance for it to look good
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 ?
There are still a few things I need to implement but towards end of the month maybe? Will probably start some limited scope testing with supporters this weekend
With patreon supporters? If you did that I'd sub
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
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))
i tiped you 5$ back then on the portal 2 stuff is that want you mean? or you mean patreon
tier 2+ on patreon or recent ones on kofi. Can't keep track and/or keep it "fair" otherwise if that makes sense
sick man
, btw is the game fully playable through all story? I just really want to complete it for the first time but with pt
uh .. I hope 😄 Have not really tested anything besides the very first mission and a short session on a 100% save
thats where the testers come into play
complete it with fusionfix
aight then
get the original experience with a few quality of life enhancements that dont ruin the artstyle
nah i want path tracing in gta😀
alr man have fun waiting a year for it to look and play reasonably good
like how its ruining artstyle
always happy to donate to goated people 
pt making it even better
pt makes the graphics better
if its unrefined, it will change the look of the game entirely
ehw my name looks so weird with the first letter in capital
ye and without ruining artstyle
if you mean that grey nyk atmoshere in remix version it still there
as long as the game looks like this i wont reccomend playing with pt
wait until the mod reaches an alpha or beta release
mod is not even release yet😭 lol
what are you saying
still a month more, its fixible i think, if you mean water
and stop blaming xoxor work it looks very nice
theres the missing fog, i think the atmosphere is broken, ambient lights need to be removed its far from finished
im not?
you are...
brotato there is volumetric fog settings in remix menu
totally fine to point out missing stuff. Fog, especially timecycle based, is still on my todo list
not sure if I can get it to look like the og tho .. which is a mix of linear and volumetric fog I belive?
a lot of stuff will happen outside of the compatibility mod tho
does remix have like a default atmosphere you can use for time cycles or something
like removing some of the fake ambient lights is something that will need to be done via actual game mods
or nah
and I'm not a "gta" modder in that sense so someone else will have to do that
yeah this whole thing is a massive undertaking
its incredible that it seems to be cooperating with remix
nah I have to write all of the code for that. I need to grab certain game data and set volumetric fog settings on remix accordingly
hell idek how you managed it get it to hook in the first place thats insane
it's routine once you know what's needed. Success heavily depends on the way the game is build tho
says the goat
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
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.
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
gta 4 is not real
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
The only place I would agree you need to keep close to original, is if there is dark places on purpose for horror. If you put PT and all of the sudden everything is lit, then yeah try to tone it down to keep the ambiance (if possible). But with GTA, going for more realistic instead of stylized seems a good fit for games trying to simulate a real city.
Is this DLSS Ultra Performance
Fog looks sick btw
ngl might look better without
First one was. All others are on balanced
it does look foggy like that in real life NYC though
i can already see e
*people hating because they cant run it on 1gb rtx 2050
Feels cpu bottlenecked. Changing dlss doesn’t make that much of a difference
this is really bad news xD
Should've gone to Am5.. well , i won't be upgrading anytime soon
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
That’s my goal but remix‘ fog settings are still pretty limited and translating timecycle variables to remix variables isn’t that straightforward. I’ll make all of that adjustable tho
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
Normally in toolkit I think I've never seen such parameters exposed, only in runtime
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
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...
now just import that niko model
those frames tho
that frame counter is really bad
its around 40 with remix there but it dips all around the place
the second pic is without remix and I had 260 and not 14
fair point
one detailed character and everyone else low poly 2008 ones
XDDDD
imagine
gotta start somewhere xD
this is insane work tho
someone should hit him up about this project to see it ingame.
@smoky flame are character hashes stable?
I've compiled all the GTA character remakes I've worked on over the past couple of years into a single video, excluding the recent ones I created for the unannounced future title.
Instagram - https://www.instagram.com/hossein.diba
Twitter - https://twitter.com/HosseinDibaArt
Facebook - https://www.facebook.com/TheArtofHosseindiba
Linkedin - htt...
hire this guy
yea but I don't think that you can replace them because of vertex shaders (there is no skeleton)
wat?
its a different video - uses the same pic tho
never
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
Giga Chad Niko
IV uses a really weird kind of fog technique. Parallellines perfectly described what's wrong with it on my server and explained how modern games do it instead. I'll try to find it. His volumetric fog shader from FF also kinda works like fog in modern games, so maybe it's easier to combine this with Remix? Maybe it's easier to work with that instead to get better results
linear/expo fog mixed with volumetrics. I need to translate that to absorption/transmittance and atmosphere height
Over here, could you control the building emissives to be enabled after a certain period in game time?
wdym?
the game controls all the emissives
I have noticed these distant emissives are always enabled in your screenshots
nope
Yeah exactly. I'm not very familiar with shaders at all, so I barely understand the technical side behind things, but it seems you pretty much understand things right. So non of that should be anything new for you 😄
maybe I was in doubt. Thanks for clarifying
yea I took most screenshots in the evening / night because my save starts at 10pm or so
faceapp niko
far from perfect but man this is tiring
amazing
Diffrent configuration for diffrent weathers with time of day modificators?
this one feels like hell of a job
I feel how much work you have put into this. But adding small things from time to time will keep improving the compatibility mod overall
Just great to see progress here
Reminder that this game was never really considered to be "remixed" yet it happened because of your efforts
No it takes the timecycle settings of the game and translates them to remix variables. Have to make sense of scales and mix and recalculate multiple things to get something in the ballpark of the og look
thats even better way to do it but none the less i think that future modders will appreciate that
I hope some og gta4 modder will rewrite that part of the code one day lmao
@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
I don't know how to explain it exactly but that's also one of the things I noticed
its a global roughness offset applied to the final roughness of the material, so after getting the roughness from a replacement texture (if present)
Very nice, I would like to try and remake the roads for this game to test it out
yea it looks kinda off with no normalmap
I'm very happy with these results, so in my opinion it was worth all the work. Good job man!
Is baked lighting removed?
Like over here, can't tell if it's baked or actual path traced
there is no baked lighting anywhere besides whats kinda baked into the dirt decal shader textures (not applied on that pic)
I wonder if it's possible to do some remix api trickery to apply the game's own normal maps to their respective materials
Alright! It is kind of weird because a lot of cutscenes have baked lighting and it confuses me
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
Should be pretty straight forward but would require some kind of caching because remix would need to convert the normalmaps before first usage
Ughhhhhhhh
Shit, you're right
If it's possible, then it'd improve the visuals a lot
Maybe if there was a manual processing step that could capture the games normal map and roughness maps, then generate a mod.usda on the fly
I fear it would cause a lot of lag or high utilisation if it's real time processing
Oh wait, GTA 4 got the regular 3 channel normal maps it needs to be octahedral ones

my own imgui window is also fitting in quite nicely I think 😄
and also added an about tab
add my name as "encourager"
so this is done? Where to buy
there are still a few things I have to figure out and fix but it's currently undergoing testing with supporters 👍
Would be really nice if the runtime could capture remixapi lights (not for editing but for proper looks in the toolkit)
saw a lot of people posting screenshots in #showcase
was this mod released somewhere?
Supporters are testing it right now
ah okay
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 🫣

oh turns out I can easily render it via FF. Performance impact is very much gone now
got even more stuff to render via fixed function
I can finally reach 60fps on ultra performance 1080p 😂
I need framegen 
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.
I'm already doing some anti culling but have to do some more work to get it perfect. I'm using a cascaded approach. Not cull anything within a certain radius and then have 2 cascades where it only renders stuff that is at least THIS tall or wide
Geometry has been fixed with anti culling but in one video xoxor shared I saw NPCs do have some sort of extreme culling
i believe you are referring to how entities like cars/npcs get hard culled due to the game despawning them as they are out of the "view and influence" of the player. but i might be wrong.
Yeah let me pull up the video
lots of triangles
oh shit cant wait to test it
amazing work
#1412450145051869316 message
You can see the NPC appearing in the reflection, before that you can't see it
this one is so freaking huge
from few captures ive got 2500+ textures to work on
this is ain't a project for one totaly
im gonna prepare vertical slice
Ah i wish the guys from liberty city preservation project were still around maybe a remix mod could be dropped off real quick
The lighting looks so natural when you have a game with more than 3 triangles per object.
Someone posted this above, would this work @barren thorn
im not gonna test it with modifications atleast i didnt have a plan for now
I believe this needs a few finishing touches and a volunteer to basically play the whole game again to find any obvious issues
now its important to focus on xorxor native build to catch problems that could be problem on release
best way its just to start working and testing ;D
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
videos can be posted here but not on youtube 👍
RTX 5070 12GB has problems with reading scenes from captures on toolkit
i think i should make captures with shorter draw distance or something
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
Such an incredibly based opinion
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
I seriously do not believe someone going to remake all textures individually. Atleast not a single person
Me neither
random saxophone guy in the streets cleaned by native trainer
now im just watching on internet pictures of windows in NYC
yes its not going to happen no matter how famous the game
smarter approach, give every texture x2 res normals and add other pbr channels, remake done
there is lot of texture streaming going on around
if you make PBR you need to make multiple captures of the same building from diffrent spots and then assing hash
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.
ist that called LOD?
In the recent Remix builds, some textures suddenly switch to unrelated ones, it’s not a LOD issue.
road texture pbr 4k vs og
and one cinematic shot right now for fun
look at those reflections on the car
its mindblowing
What program did you use for upscaling?
upscaling itself wouldnt make this result XD
this is just beginning of overcoming default gta 4 engine limits of texture size and using actual pbr materials
i thought of making it 8k but i get 14 frames in Ny center
rtx 4060 laptop gpu
slowly pbrs are showing up ;D
Looking pretty good!
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
this one definetly feels like a project for years
are you doing the pbr textures in blender?
Just to be cancelled by Take 2...

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
Well done though guys, i love seeing these images
Any automation process would help, probably could reuse some textures and their original normals
yeah, havign a robust acceptable lower fideltiy to handle scale, whiel peopel touch up areas.
So far lighting is on spot. Matches one to one with the original
I think xoxor using of shader constants/params to try and automate pbr sounds good (thats what it sounded like to me, reading comments)
How was that done do you know? Inheriting lights/matching?
Yes, the lighting data is extracted from the game. Then translated into remix lights using Remix API
That + auto adjusting remix settings based timecycle settings (tonemap/saturation post processing and more)
that's great, have you discussed with Nvidia about having default integration of any of this into remix? Unless it's not tractable in such a way
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.
In my opinion, AI upscaling is a good thing, BUT only when the author double-checks the result against the original texture and fixes any artifacts of AI.
Yeah, it needs to be done properly. But its super fast and out of the box nearly perfect.
only the round objects are a mess with ti
it does depend on context and scale, lots of times it can go wrong, needs checking, and depends on the ai upscaler
Im doing that using the api remix provides. Everything else is game specific code I’m implementing so nothing that should be or would have any use within remix itself
gotcha
What upscaler is that
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
what ai did you use for this?
You are beta tester?
yes
im doing some work on it just to test if replacements will behave correctly
and other stuff
it was CR Build test nothing more
sad
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 .. 
Does the streaming issue occur when you move into a new area? Such that it overrides existing textures in the texture list?
I want to test 
we all want😭
hardcore streaming test until it breaks 😄
uh when I select the crossroad texture its displayed as a normalmap
yea and stays that way even tho the texture itself changes
was flying around and came to the same spot
and it is not rule to have same spot where streaming fails
but behind you is great spot to make screenshot
damn everywhere i go there is good spot for screenshot XDD
Can we get a screenshot of the city square at night
With all the billboards n stuff
Niko is on cloud nine from being path traced
Yh tbh this is now my fav remix project
check it out
V nice
i managed to do pbr to building on the right so we see reflected lights in windows ;D
any videos?

Shall I say the joke? 'We got path traced GTA 4 before GTA 6'
Emissives are so goated
looks like there are some fake lights?
That reminds me, has anyone got those liberty city mods to work with GTA V Enhanced?
I was searching internet for months if anybody managed to port libertycity to gta v enchanced
DUDE ICELEGLACE WOULD CREAM IF HE SAW THIS. OHHHHH
tbh this one gives me the vibes of first the crew trailer idk why X)
Kinda reminds me of this: https://youtu.be/Dfv9mVh8V6I?si=qzJhTBGxRPbRWNfJ
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...
When xorx releases his project you're gonna release your PBR textures, right?
i cant promise there is 4000 of them on the deck
And I presume that there could be propably double of that in entire game or even more
Im damn excited for that day
Even if I had all of the pbrs made it will take ton of time to get in to remix render
it just takes too long.
Why not divide the work in segmented sections
Slowly getting everything captured and replaced
if somebody wants to know
Gta 5 map mod is uncompatible with xor mod
Sorry we cant remix GTA 5 Map
can someone try it out with DayL's timecycle I'm curious to see how it looks https://www.nexusmods.com/gta4/mods/396
idk if the time cycle mod will work with rtx remix
it will (or should)
@mighty gull did you create an issue for the texture streaming issue? And if it is related to 0.5.4, does that only happen on builds after the one you mentioned here? https://github.com/NVIDIAGameWorks/rtx-remix/issues/826
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.
i love doing these type of materials 😄
hmm maybe they should be a bit darker
just a moment
I'm also very curious tbh, but I was too afraid to ask 😆
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
i will push only update folder
xorxor had to do some changes to fusion
config
this just made me realize a minor clever optimization they make when modelling buildings. they extrude a rectangle inwards for the windows on lower floors but not on the higher floors since you usually won't see them up close
bricks on edges so goofy
so um where should i expect the changes?
or what you want to see after installing the mod
That might cause issues idk
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
Make sure you have these settings applied: https://i.ibb.co/jPLyCF7N/Required-Settings.png
Oh yeah that make sense, if you have to do it because Remix handles it
light colors seems to be diffrent with your mod
Make sure console gamma is off, bloom enabled (if it even works with Remix idk), tonemapper on and screen filter on default
Yes, there's a whole optional included for improved prop lights:
Basically a lite/mini version of ProjectLights 😛
i think that weather and atmosphere needs to be done entirely in remix
there needs to be dx9
all of these seems to be connected with vulcan api
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
Sure, I wouldn't expect things to work out of the box
Volumetric Fog, Sun Shafts, UnclampLighting, etc. all works with DX9
No idea, if it works with Remix tho
it switches for vulkan while im trying to change
those effects are propably shader based
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
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 
dont adjust any in-game settings because nothing of that translates to remix
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
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)
don't the sky parameters kinda work since the skydome (I assume) acts as a light source?
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
this
i think is a good comparasion
sky parameters work to some extend but they don't influence the actual "light output". I had to manually do that and used the skylight multiplier for that
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
Everything can be imporved now, but it will require manual work for many things
That's quite an easy but tedious work.
Doing that for all the roads will take ages
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.
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.
I agree with you. No need for an argument. I was just sharing my experience.
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
Ask the guy from India again then 😆
then again the timecycle reads are not 1:1 with the game
they are translated into remix runtime but in translation layer they are modified by mod
as far as i know
so i cant tell you straight example i didn saw source code
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
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.
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
some parameters gets multiplied other divided while translation to look good with pathtracer
i saw that when sunset comes with your timecycle mod it throws saturated orangish color but it kinda doesnt match the ambient sky light
Is the original tonemapper also linked with remix?
If you mean the timecycle color and gamma values, yes
looks like an irl pic for this one
release where
☕🍓
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 ...
You have to donat(e)o to to xoxor
niko bellic gaming
Fixed the texture issue boiiis https://github.com/NVIDIAGameWorks/dxvk-remix/pull/113
No more streaming issues
What effect does it have on performance
did not notice any
RIP creepy stuff like this
what the
He is watching
I'll have to test this out with Project64. It also has issues with hashes changing as you go.
Hi guys, is there a tutorial or any message which explains how to install remix into gta 4?
just wait release
Big brother is watching: 'hey i'm watching here!'
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
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.
Nice! Will add a link to your post to the PR 🙌
it will have some optimalisation
Next gen edition?
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
||hmm account created sep 27 immediately joins rtx remix the following day.||
what happened ?
nothing some random dude just left the server for no reason
4k fidelity in gta 4 like damn
its crazy
so incredible how does light work does the work with pbr's in gta 4
I had a stroke
What if you try ProjectLights? It comes with light source improvements for over 300 models all over the map. I could imagine that it looks pretty cool in combination with RTX Remix
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
Thats not gonna do anything for remix
Oh 
We dont do cube map reflections here
remix doesnt handle shaders at all
we can do only real reflections
self advertising

and how does this mod work??
technicaly speaking
It adds/replaces/improves light sources in terms of placement changes, flags, draw distance, etc.
can you share link?
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
i wonder if there is a way to reduce roughness on textures that has cubemaps applied to them
instead of manually replacing textures
Post the link. You won't be shot.
sounds like
Would it be possible to translate it like:
If texture uses glass_reflect.sps then do fancy raytracing reflections? 😂
Addon/Modloader version: https://mega.nz/file/ZExzCBQb#OaGZfkQDjPg8LrTSTXgYSg4D4gKDINVz6Q6A0LnsDO8
perfect
If I can detect that its getting rendered, yea! I already have the ability to set roughness per drawcall
I'll look into that
if there was a way to delete those fake ambient lights from the game that would be awesome
thats under gas station
greenish ones
for example
there is a lot of them everywhere especialy in apartments or interiors
Isn’t that stuff you can theoretically do with Remix? Or does that require a model tool like blender/3ds? I modified all models either with 3DS/Blender and sometimes only manually via text files only aka openFormats
can you make lights not cast shadows with remix?
bruh I literally added that yesterday 😄
open the map settings tab and select the lights you want to ignore
negative
i have bit problems with imgui
devastating
;D
its like
you can also add the hash to the map settings file manually
can raytracing not trace rays
How do I play this mod, even?
🍓 ☕
mirrors 👌
Finally after 17 years were getting rid of those nasty low-res render to texture mirrors 
real raytraced mirrors
real 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 😭
How are interiors handled in regards to timecycle settings anyways? Because the "global" I'm getting my values from is also affecting the look of interiors
well not really you can disable shadows for selected lights in blender's ray tracer for example
this is something more raw
Pathtracer but with a lots of trickery and fakery but it is raw
What if those fake ambient lights can be manually removed from the game itself, so remix cannot detect them
timecyclemodifiers 1 and 2 are for most open world/mission related interiors. 3 is for cutscenes. 4 and 5 idk tbh. I think the most important values for timecyclemodifiers are the ambient light 1, 2 values, direct light, color correction, color add, gamma and fog
you can find it in pc>data next to the usual timecycle file
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
oh , those .dat files can be edited easily with any text editor thats cool
distantlights.dat is not
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
what are ambient light values and color add doing?
Yeah, that sounds like the best option
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
Damn that was fast
Good job
I've manually increased the volumetric scale so still need to look whats going wrong with the translation
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;
Oh I‘m stupid af, it was 0 and 1, not 1 and 2 😆
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
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
Thanks for that! Nothing I can really use with remix as there is no concept of fake ambient light
you get the bounce and skylighting for free with the ray tracing anyway, there is no need for them
That was quick lol, though I'm not very fond of finding these lights one by one and disabling them as we go on
So if interiors use their own timecycle .. does that mean that outside visuals will be affected when I'm inside and look through the door ?
This is just meant for quick adjustments until someone mods the game files. The game will be hella dark without these fake ambient lights. Most need to be deleted or placed onto or near the props that actually emit the light
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
Yes, exactly lol
In the og game it‘s so obvious that people even reported it to me thinking it was a bug related to my stuff
That helps a lot and I only now notice that I've most likely used the cutscene timecycle params for the world
Shit happens 😂 Glad I could help with my poor wannabe knowledge
Woah
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 😂
hmmm thats a good reference
yea it definetly hits diffrent
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
Looks so good
Yeah I really love how glass materials look like with Remix. Great results btw, especially for such a short time
I mean yeah some of the vibe is lost but on the other hand, seeing some stuff in these videos which was probably impossible before is crazy to see. I'm hella excited ngl.
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
people will be crying online that the original game look has been destroyed X)
there is always possibility of doing spotlights that will constantly lighten up with ceratin color scene
people have no idea lol
the Game was held back massively by Hardware already
Alot of style Intention came from that
Doing this in RT probably costs less Performance than this way lol
see this is why people think you guys are tech worshipers who enjoy desecrating art
Well, I agree with the sentiment but I won't go THAT far, lmao.
looks cool
added to them glass material and made them less brighter
they were lighting up the scene with emissive light i guess
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
Some WIP update. Do you notice it😜 , Does it feel like too much?
have you tried using the map editor in openiv?
cant see in my version of openiv map editor option
did he take a dip in the pool?
he is sweating ;D
textures looks great, but you might need high poly model for better results
Yeah, I know, but we don’t want to mod the original game. It’s better to handle everything on the Remix side.
Characters aren’t replaceable anyway, so the best we can do there is swap out the textures.
Other props, though, can be replaced with high poly models.
Reference
Normal and roughness
where that rtx skin at
oh ok ty
yo
are you creator of "InGameTimecycEditor"
ye
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?
I'm actually not sure, it's been 2 years. I think I may have and that's why I hook these 2 DirectInput functions to disable mouse input
https://github.com/akifle47/InGameTimecycEditor/blob/3bf1dbaaafd4da8a6af28ac5ab77495b748e93b5/source/main.cpp#L57
thank you so much
I wonder if those fake shadows on the textures could be replaced with actual real-time shadows
Oh I thought it was baked in, like those cabinet shadows or the fridge shadow
oh man I forgot about cutscene lights. they're also problematic with enb because they look way too bright
thats also editable right?
if you load the game with or without rtx remix scene will be lit up with tens of point of lights on the scenery
there will be no shadows i think
But these are not cast from lights I think? I can walk right against them, blocking any "potential" light source, yet they remain there and no shadow of Niko appears when standing right beside the shadows. This is in the normal game of course, as I don't have RTX remix
Only the kitchen light and the light above the apartment spawn makes Niko cast a shadow, or other objects under it
those are baked/dynamic i think that they are gone
in original game there were i belive lights that had baked shadows , lights that were casting shadows on selected objects, and lights that were making things brighter with some color but weren't casting any shadows
Interesting
can we get a message when this releases
I will ping you
thankss
🍓 ☕
If you dont want to wait just support 🍓
amazing work xoxor, stuff looks great!
Any new updates? Gimme some 🫴
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
Here's a screenshot showing the reflections of in case people didn't see it in showcase
Are you guys using also fusionfix with remix?
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
What about the gameplay fixes
I don't think anyone cares about the visual changes
maybe in that case
But the gameplay fixes would be very helpful
it hooks and works
till end of the weekend i will push 30 materials of asphalt i hope
XD
i can show some screenshot's but without buildings materials it will be not enough
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
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
Wonderful will try that later today
Pretty good! Will keep that disabled by default for now and prob. implement a system to whitelist certain lights sometime after the public release
Very nice
you are a freaking beast man
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.
You'd need to pass per drawcall info to remix (eg. via an unused Renderstate) or extend the opaque material similar to thinfilm, then funnel that info to the opaque shader and add any custom shader logic there
eg. like for the gta4 dirt shader:
https://github.com/xoxor4d/dxvk-remix/commit/b7484a9c951200de9247025010e406b3dc4a20bf
You would think remix would handle this shader properly?
xoxor managed 7.5k likes AND somehow mostly positive comments on Twitter of all places 
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 
The videos I did on GTA on my channel made me turn off notifications back in the day
Keeping the original color palette is the most important thing it seems 
It is good that the mod isn't getting any unwanted attention, ofc until the mod releases
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.
looks like one of the very early videos
yup it is, the guy didn't get the memo not to share early stuff
Sep 1 isnt it from september?
ye, a while back
Idk how someone could look at that in specific and go "this looks wrong and it has no chance at ever being right"
i love this shot ;D
For some reason specifically the opposite part of the apartment is burned into my brain lol
Does look cool though
same here lmao
completely unreal 🔥 vanilla vs rtx
Holy shit son
Night and day difference
why remove the blue and yellow floor / ceiling though ^^
hmmmm propably the shader was coloring those walls
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
Obviously it blows it out of the water you can't compare taster to PT
Don't think I ever posted this comparison here. Maybe people are interested
https://imgsli.com/NDIyODcx Here is a slider
Remember the prerendered cgi cutscenes we’d get in trailers and start of games back in like 2000s? The rtx graphics now look like that in real time (complimentary)
unreal how did you manage to do that ?? I thought gta 4 had fixed render pipeline and it was uncompatible with remix , well done👍
This is kinda neat
api lights doing a great job
i think its just gta 4 remaster which they all talked about couple of months ago
rockstar donated to xoxor4d
XDDD
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
they're not going to, where do people keep getting this idea
xoxor is not actually modifying the game files
And there are a billion GTA 4 mods out there already
we dont know what on their mind
they will just buy xoxor4d mod, and rename it to GTA IV DEFINITIVE EDITION
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
ez money
aight, but remaking their textures or models and then publishing as your mod is not allowed
where's u saw that
rockstar assets are under copyright
You‘re not wrong technically, but graphics mods are usually fine. R* rather acts, if you convert their assets from one game to another. At least I‘m not aware of any graphics mods for any R* title that got taken down
i dont know but its a fact that the are all under copyright
those are the modding guidelines by Rockstar Games: https://support.rockstargames.com/articles/5NVOAYjcTomO8v6SX2k76k/pc-single-player-mods
Yeah so it's fine as long as you don't sell it or use their stuff, so remix is completely fine
aren't you the one that ported every rdr2 vegetation to gta4 ? 
best thing is, guideline says no commercial use, yet almost every major mod for v is locked behind a patreon or something 
thats why nve for gta v enhanced was never released behind patreon but released free in the first place
Crazy
they took down a 100% savegame for gta4 once
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
when did this happen? where?
miss the green fog
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
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
wonder where Nvidia would stand in those cases, if studios can start to forbid RTX Remix mods
hope their 3 trillions worth is enough to disuade them ~~
you probably know on what side they are...
its enough to buy whole take two lol
Thay'd rather stay quiet
Relations with studios is more important
damn that looks good !
daaaaaaamn 
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
thought about making a logo for this project
hope you guys like it
Thanks for the effort, but we’re aiming to avoid using any original game Logos in our project’s Logo.
damn yeah I understand
But good logo still, I like the subtle green reflects on the Liberty City part, good work
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.
Noice
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
Another idea for banner and logo
nikos face looks off
huh
also getting rid of the fake eye reflection would be nice
Early look it was
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!
have you done anything regarding the hair?
I haven’t started on the hair yet, right now I’m focusing on the face, cloth, and pants.
Currently working on the hand, but it’s quite challenging for me to hand paint all the details realistically.
i think @narrow cloak had some experience with human textures no?
niko looks
VERY
VERY
goofy and plastic
I think he might be using the texture that comes with the character creation software, but I’m not entirely sure.
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.
ngl i wouldve went with redoing the meshes in blender if thats an option tbh
still good tho
i'm pretty sure it's not
damn rip
also, it looks pretty good like that, i don't think another model is necessary
I’d like to redo it with a high poly version as well, but replacing skinned meshes is nearly impossible in most games.
Everything in the Niko model looks good except for the head imo
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
Satire?
Great work lads, excited for this!
I adore the reflections on the vehicles here
can someone please make a youtube video showing the mod ? I would love to se a gameplay just driving around the city
Forbidden
you need to wait for official release
Are there any flags to filter out fake shadow textures? Noticed there are still some in the game
Are there? The dirt decal shader is a mix of baked lighting and baked shadows
Hmm, I saw it around some poles. might have been the dirt shader. Also underneath billard balls 😆
Please post that into the testing thread with a pic and location
Will do 👍
car mirrors are managable with mod
Did you create a new mod or added to the present one from xoxor? I tried modding car textures but the changed assets wouldn't load in game
Texture replacement possible on the mirror alone?
The mirrors are part of a car texture map
lots of the cars share same texture pattern
That's universal to all cars
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
Yeah the mirror part is in the middle
I made it glossy, it showed up in the toolkit but not in game
Yeah, so you can make a normal map and slap it on top to widen the fov
That's a good idea
rt reflections, 8k textures
and
lowpoly goofy ah car
triangle wheel🥀
imagine skinned meshes
displacement maps 🤤
isn't this is just normals
I put displacement but soft
ultra very soft
try finding brick textures from sites
yes
https://polyhaven.com/textures/brick
@bold dome
🥀
better just use free 4k textures
instead of ai upscaled goofy ahh glossy guh
Im just testing
would it be possible to add sss to the peds and niko? like in gta v
where can i download the mod?
ok
Imagine getting a 5090 to run an ai model to generate hd textures n this is what u get.
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
it's just an inverted height map or with the wrong strength...
Why is your vanilla game a bit blurry and so saturated lol. Here is the same location in my game with two different timecyc mods which make the scene look entire differently (at the same time and weather);
Trying a new jacket
the blurriness is probably from the built in FXAA (which can be toggled)
But the game doesn't come with FXAA by default, FusionFix adds that option (?)
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
I think that's just a frame from a very low bitrate video
SMAA and FXAA, formerly also SSAA but that has been removed
Oh you mean the definition toggle, not FXAA 😆
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.
lmao
I wanted to play gta 4 today
But my brain was anticipating for more natural graphics
In the end, I just closed the game and did something else
Me when
Looks like Bob from Bob's Burgers lol
Path traced mirrors too OP
serious niko is really serious
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 ...
Did you become a Chocolate Strawberry Advocate for this or was Strawberry enough? I'd like to test this out in conjuction with pre-existing mods for the game hence asking.
You need to be Chocolate Strawberry Advocate (Tester)
Given there are two memberships named that, both will suffice?
I think so, as long as you have tester role you should be fine
I've been a supporter since before there were tester roles I think
Alright, thank you for the quick answers.
Well I guess an RTX 3090 is not powerful enough to run this at 60fps 
It’s cpu / bandwidth bottlenecked a lot of the time
Is there anything I can do to optimize? I would assume an ryzen 7 5800x3d to be sufficient
Did this mod get released?
nuh
its made with the steam/rgl/ce version in mind
why would you want to go back to the old versions?
because I want to see it in VC Next gen mod for GTA 4
If it works on CE it should also work on patch 7/8 most likely. Shaders are basically the same for all 3 patches
Only on the very latest version
oh i see
unfortunately i don't have rtx card otherwise i test this banger
in VC Next gen GTA 4 mod
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
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
I assume some necessary hooks are hardcoded memory addresses?
That's why it's just a lot of work to get all versions working?
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
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
i think he hooked the render pipeline memory address x0
so maybe other gta 4 versions probably would have different Renderer addresses
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
When is the planned release? Anytime soon?
Otherwise I’ll just sub cause this mod looks too fire
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.
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
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 😆
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
Potentially all that's needed is to give your compatibility mod the right offsets from that version and it would work
Just need someone dedicated enough to do it
Even a 9800x3d isn't enough
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
makes no sense, anything is possible on ce now
even multiplayer, ignoring the fact that the multiplayer clients are directly acting against rockstars ToS regarding mods
its compatible with ce as well
Didn’t knew that, cool
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)
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
i know gtrf, but i thought they switched to gtaconnected as well
but seems like both GFWL and GTAConnected are used
I have bad memories with IV's GTAConnected. Lots of rude people
People should just update their mods to the ce edition.
Not really, because it‘s not that simple
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
So script mod creators have no opportunity
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
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
People have this “latest version = the best/most stable“ mentality, which of course kinda makes sense in general, but not really with GTA 4
I’m a CE (1.2.0.59) user btw, so I see this from a objective perspective
ok
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.
there's always the possibility it could extend to more in the future
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.
Doesn’t sound wrong at all. At the end I expect this to be something people play around with for a bit anyways, so I don’t really think that people will actually use this mod for proper playthroughs like FF or other mods. I see it as something to play around with. At least in it‘s current state tbh
If i can ask , what GPU do you have?
A 3070
then im happy that we have talented modder interested in this project
compat mod for gta 4 is new open space for future mods
Multiple people are already modding it in the closed testing phase
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 💔
I don’t say there aren’t any other road texture mods that got released over the years, but actual good ones? Sadly no
yes , it will not happen, no one will create thousands of textures
I‘m honestly kinda afraid that something like this could happen 😂
I would also be stubborn to move from certain versions of a game
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
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
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
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.
Make it optimized for ARM and I'll try running it on an Apple M4 chip with their superior IPC, being even faster than AMD 9000 series 
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?
im not a lawyer or anything but, you know
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.
M5 seems to be great at RT too, wonder how RTX Remix would perform on there compared to AMD cards
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
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
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
Can this texture category be merged into the main build? I saw a few issues like that elsewhere so it would be helpful
Would be possible yea
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
especialy messing with R*
it would be cool to get love letter from rockstar XDD
nonetheless idea is cool , to do project with paid professional artists but who have money for that.
I don't see why paying artists could end up with legal issues
You're supposed to talk about and finalize all terms before they start work
in the end to pay modders mod itself should be hidden behind paywall
and thats whats problematic
That's beside the point. One could also pay out of their pocket. It's rare, but it happens.
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.
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?
Does anyone have any examples of some millionaire bankrolling something like that? You'd think it would have happened at some point given the other stuff they like to throw their money at.
