#Grand Theft Auto IV (GTA 4)

1 messages · Page 3 of 1

barren thorn
barren thorn
#

test of hipoly grass ;D

#

niko hides in grass X)

smoky flame
#

Great idea but not sure if I have the time for that 👀 I’ll keep that in the back of my mind 👍

I can not really recommend anything because it takes some general knowledge in a lot of fields

barren thorn
#

The glossy varnish effect is intentional

I wanted to capture that aged, slightly polished look of old wooden floors that still reflect some light after years of use.

dull thunder
#

Nice texture! Who made this

#

Oh nvm it's from you blob_green_heart

barren thorn
#

anyways i wonder why after Gta5 definitive edition nobody tried to run Liberty city map mod

#

it could look interesting

versed patrol
#

both gtav versions works differently in a way that mods for legacy can't work by default on the enhanced version

frosty wren
#

bcz they re better

storm peak
storm peak
plush dome
scarlet pecan
#

Guys... we don't need GTA V anymore. We have got this amazing REMIX mod. Forget about GTA V... it is outdated.

narrow cloak
#

Nuh uh.

storm peak
#

me want gta v remix nau

narrow cloak
lone garden
#

its scares me

smoky flame
wise osprey
#

That’s not what I meant to say at all tbh. The empathy part is a problem in general, but I don’t want to say he doesn’t have any. Just related to that he doesn’t really seem to care much, but that’s his good right of course. Still kinda sad and annoying in my opinion that things can‘t just work on all major patches for once. It‘s always like that. A great mod comes out and it‘s only compatible with a single patch. The statement is also always the same more or less: „I don’t care for other patches“. As someone who‘s modding this game half of his life I would just love to see a different approach for once. Someone who would actually release something big without restrictions you know? I‘m on CE, I will be able to use it just fine, but I understand the complexity of this game and it‘s mods enough to realize that patch 8 is important too. I don’t even ask for all patches or something. Just a single one. Basically support for 2 patches in total, which doesn’t really sound like a ton of work for someone who knows what to do.

next estuary
#

Well then do it, pretty sure xor's work is/will be open source

smoky flame
# wise osprey That’s not what I meant to say at all tbh. The empathy part is a problem in gene...

I totally get your point but you gotta realize that not everyone is so deeply invested in a game you like and spent so much time on. It is/was the same for me with CoD4. I put a f'ton of time into that game but almost nobody contributed. Still, if it wasn't for that game, this project here and others would have never seen the light of day.

I do enjoy GTAIV but I'm in no way enthusiastic about it. I have not felt nor heard much need for supporting older versions besides some other mods that only work with X/Y (again, I'm not involved with any gta community or it's modding scene nor do I know the history or specific mods). All I know is that R* seems to not like any of that downgrade stuff since most of these ship with some kind of medicine which is another reason I don't really won't to get involved with that kind of stuff

versed patrol
#

all the mods for previous versions are enb anyway so who cares

#

and remix will allow us to mod most aspects of the game (or as much as xoxor can fix i guess)

chilly socket
earnest kernel
#

Love the emissives on this bike (Boosted them a bit to make them more obvious)

wise osprey
wise osprey
# next estuary Well then do it, pretty sure xor's work is/will be open source

Okay, let me quickly learn how to reverse engineer games, how to read code and especially how to write code facepalm Obviously I would just do it myself, if I would be able to, but that's nothing you "just do". You'll need years of experience to be able to do such complex stuff. I'm a (wannabe) 3D artist, not a coder, so that's not my direction anyways.

runic heart
barren thorn
versed patrol
next estuary
# wise osprey Okay, let me quickly learn how to reverse engineer games, how to read code and e...

You are right, it is a ton of work and time. So why do you expect others to put the effort in when you aren't willing yourself for something that you're apparently really invested in? Do you see how dismissive your words about "just a quick fix" can sound? Imagine if i dismissed your reasons as excuses? I'm also primarily an artist, but i did learn this shit precisely because there was nobody else to do it for me. Doesn't sound quite right, does it?

#

To echo what xor said: i've also gotten requests for "quick looks/fixes" from people insisting that surely it must be quick and easy for me, and they miss that it's still a lot of mental effort that i'd rather spend on a million other things i wanna do that are just as "quick and easy"

#

Plus you never actually know whether it is that all that "quick and easy" untill you do it, might stumble upon wildest of surprises complicating things

#

¯_(ツ)_/¯

wise osprey
#

when you aren't willing yourself for something that you're apparently really invested in?
again, I'm a 3D artist, not a coder. Not my task at all.

Do you see how dismissive your words about "just a quick fix" can sound?
I never said this would be quick and simple to do. I just said that it shouldn't be that much work to give compatibility to another patch to support the 2 most major patches. Since people thought I meant all patches from 1.0.0.0 until 1.2.0.59, which is of course insane and not what I meant at all. That's all.

Plus you never actually know whether it is that all that "quick and easy" untill you do it, might stumble upon wildest of surprises complicating things
Who tf said this would be quick and easy? I just said that I wish that someone would care, that's it. Stop twisting my words.

Imagine if i dismissed your reasons as excuses?
I haven't done that. That might be your point of view, but that's your issue then, not mine.

I'm also primarily an artist, but i did learn this shit precisely because there was nobody else to do it for me. Doesn't sound quite right, does it?
Yeah you're stupid and aggressive for no reason. What do you even want to say with this? Who are you even? The moral police who's telling me what I'm allowed to say and what not?

#

Also, I never asked you for your opinion. That was a conversation between me and xorxor, but of course people join in to add their stupid opinions that I haven't asked for at all. Don't even make yourself the effort to answer, I've blocked you.

next estuary
#

Aight, i tried

narrow cloak
#

Can y'all send like more screenshots or something

versed patrol
#

so bro talks in a public server but don't want anyone to talk to him

#

btw #1412450145051869316 message you said it should be easy

limpid path
wise osprey
# limpid path you're being incredibly aggressive here and this has escalated for no reason at ...

this is your first warning
I just said my opinion over stuff and when people twist my words they don't have to be surprised to get an answer like that. The warning is a bit much tbh, because for what specifically? For saying my own opinion, for defending myself when people twist my words + for explaining the issues that would come by detail? At least I helped Xorxor a little with my experience about IV's visual files by explaining a bit about timecycle stuff. I'm trying to actively help here, while others just bluntly express their useless opinions. I don't mean everyone in here of course.

limpid path
#

for what specifically
nothing specific, just aggression. you've replied to many comments here with aggression and that's not alright, especially when they weren't even provoking you

maybe some of this comes down to language barriers or something. if that's the case then i'd be willing to revoke the warning

#

no one is really twisting your words though, that's just how you came off tbh

#

while others just bluntly express their useless opinions. I don't mean everyone in here of course.
even with this you're being quite rude. others are joining in with the same intention

wise osprey
#

I never meant to sound aggressive or something. I'm just a direct person who doesn't speak around things. I'll just not say anything anymore and then I won't be able to upset anyone. I hope that sounds fair.

limpid path
#

feel free to keep talking, just stop and read over what you're sending. try to filter out anything that sounds like it could be offensive

others just bluntly express their useless opinions

of course people join in to add their stupid opinions that I haven't asked for at all. Don't even make yourself the effort to answer, I've blocked you.

and the sarcasm here: #1412450145051869316 message

that's all quite rude, try to avoid that lol

wise osprey
# limpid path feel free to keep talking, just stop and read over what you're sending. try to f...

I honestly don't see a problem here, but since I'm not capable of understanding it, I'd rather not say anything more, just to be safe. For example, I don't see the sarcasm in the message I sent to Xorxor (The one you just linked in your latest message). In my opinion, that was a completely respectful and acceptable response from my side, but whatever. Seems like a language barrier issue or something. I mean Xorxor is also German like me and he doesn't seem to mind what I wrote. I don't want to argue and make the situation worse. My apologies, if my behavior was wrong.

wise osprey
# limpid path you're being incredibly aggressive here and this has escalated for no reason at ...

You know what? I think I'll just leave the server. I don't feel welcomed or respected at all. It's obvious that most people in here unfortunately have no clue about IV modding, while having big opinions still and then admins come out of nowhere who have nothing to do with the situation trying to suppress me while people are celebrating it. I see it as an issue and as an insult that my behavior is seen as aggressive, while people make the biggest L takes in here. If I can't be who I'am it's not a place where I want to be. Bye.

twin mason
#

Its on ce too as a seperate modloader folder for fusionfix

#

Maybe rtx remix compatability can be a third option at boot. Just read the crashout lesGO

limpid path
#

i hope if you decide to come back it'll be better that time around

barren thorn
narrow cloak
#

Uhm.

#

My screenshots?

dull thunder
#

What happened lmao

narrow cloak
#

Typical GTA modding community

#

We've had multiple such cases

versed patrol
#

he's just a kid that hate being wrong and got mad when we told him he was

runic heart
#

I think he felt misunderstood, but he has left anyway. Maybe better to keep on topic now and not clutter this thread more with unrelated drama.

compact cargo
#

cant blame him tho i used to do the same ngl

versed patrol
#

whatever he left, xoxor plz release flushedcat

storm peak
#

sooo

#

back to remix

bold dome
#

WIP chad Niko Bello

smoky flame
#

uhg why is the game rendering some decals as normal_spec_decal without any vertex alpha when a _glue variant with proper alpha is already rendered below? Makes no sense. I can't just ignore all surfs with that shader so not sure how I can detect and prevent that

#

without glue

smoky flame
#

Oh I guess this is also whats causing the z fighting issues

barren thorn
#

so if og game has z fighting issues then rtx remix translates that ??

rugged zinc
dull thunder
smoky flame
outer abyss
frosty wren
earnest kernel
frosty wren
#

nice

frosty wren
earnest kernel
#

Yes, although it looks a little weird and shiny until you put in PBR textures

#

Or you could turn the shininess down

#

But once textures are adjusted it's gonna look sick as hell

lone garden
#

my ears damnit

earnest kernel
#

I think it's both audio tracks layered

#

Forgot to mute one

frosty wren
#

for all them storylines

narrow cloak
#

Need more

earnest kernel
#

I'm going to try to cook a little something up

#

Had to figure out how to capture the vanilla version first because it's not playing well with Shadowplay for me

#

Also trying to figure out why the capture function randomly makes only short captures sometimes

versed patrol
earnest kernel
#

I've just used OBS instead

rugged zinc
wicked hedge
#

it lost no original atmosphere.

#

the way og gta 4 looks like it does is because of technical limitation at the time

zenith hill
#

you will be boiled

earnest kernel
#

Yeah, people can mod in a blue tint across the scene but I personally prefer more realistic lighting

#

That's what this mod is for

lone garden
#

guys we cant uhh do something lets give game blue and green tint

#

sam houser©

narrow cloak
plush dome
#

I think I read Xorxor saying bloom isn't achievable yet in Remix otherwise it might be a slight error in timecyc translation because unlike what was said keeping the atmosphere intact is part of this project.

#

ak47 fancy seeing you here my dear, been a while

smoky flame
#

bloom is possible

narrow cloak
#

buhlue

#

🟦

plush dome
smoky flame
#

cant say. I'd need the exact time and weather states to compare it on my side

earnest kernel
#

This should be the clip. Idk if you can just put it in your clips folder and it'll work

#

Documents\Rockstar Games\GTA IV\Videos\Clips

dull thunder
#

@earnest kernel i think a direct comparison is possible if you use the benchmark demo

lone garden
#

ehhm

#

its the same, no?

#

clip is a clip

dull thunder
#

It would be a more controlled test in terms of getting exact frame accurate footage

bold dome
#

WIP Chad boots 🙏

tacit warren
chilly socket
#

Cause its a little too clean?

#

Like this is me I feel the low res textures for the atmosphere that 4 was going for

#

Sice liberty city is supposed to look like shit

lone garden
#

there's no atmosphere in gta 4

#

its technical limitations

chilly socket
#

No there is

bold dome
bold dome
runic heart
bold dome
#

Takes about 1 minute to do

#

But i always use photoshop to do some little details

lone garden
#

why im not surprised

#

lol

earnest kernel
#

Ngl the original texture kinda looks AI like

#

Like whats going on here

lone garden
#

ai in 2006

earnest kernel
#

AI Slop before AI

dull thunder
chilly socket
#

2000s upscaling my favorite

bold hedge
bold dome
#

Yess

earnest kernel
#

Oh

bold dome
#

The original is 256 resolution

#

But if i use this

#

The IA cant do a good job

earnest kernel
#

I see

bold dome
#

So i upscale using just the basic

lone garden
#

IA

bold dome
#

so she can understand that it is a shoe

lone garden
#

she

#

💔

chilly socket
bold dome
#

Then I use a generative to make the big details

chilly socket
#

Man Iowa is doing a shitty job upscaling textures

bold dome
#

Sorry i m use some google translations

dull thunder
# bold dome

What model were you using to upscale, could try something like PBRFusion to see if it could yield a little better result that whatever this is

bold dome
#

I use Gigapixel

#

This is using generative Upscale

#

as you can see, there are some artifacts

lone garden
#

daaamn

bold dome
#

Then I use the original model to adjust these bounds and errors

lone garden
#

i want buy these

#

DILLLACDI

bold dome
#

And then, looks almost perfect

#

Im not a professional, so i use IA and some manual work

lone garden
#

intelligence artificial

dull thunder
#

I see that the AI baked in lighting in the texture. It looks shadowed. Making a PBR map from AI would be difficult

lone garden
#

i think better just

#

redraw

#

idk

#

just like i did with a box

bold dome
#

Yeah, i do this too

#

In photoshop i can adjust this little things

limpid path
#

it also misunderstood what the sole of the shoe is

bold dome
#

Yes

#

But then i use this

limpid path
bold dome
#

This model has less generative details

runic heart
earnest kernel
#

intelligence artificielle

bold dome
#

Ha

#

Its because i m Brazilian

#

Sorry

#

So i use this shoe

dull thunder
#

Apple intelligence

bold dome
#

lol

#

gonna back to work lesGO

compact cargo
#

also this stuff here needs to be completely redone, as whatever ai youre using is treating the image like a physical object rather than a uv unwrapped texture

idle root
dull thunder
#

The sky colour isn't getting 100% accurate results because of the introduced remix fog. I believe it has some absorptive properties that makes it harder to see the sky and or increased emissive objects

earnest kernel
#

Man, GTA 4 Euphoria is still so sick. Like in no other game can you graze a guy with your bullets, have him stumble over slightly while lifting one of his arms to still fire at you, all dynamically

merry grotto
narrow cloak
earnest kernel
#

Wish I could record longer clips

worn fox
#

@smoky flame is there a way to detect muzzleflashes to spawn pointlights when firing?

smoky flame
#

probably but I don't have any code in my code base to do that

earnest kernel
#

Muzzle flash lights already spawn it's just that the transformer model doesn't handle them very well

#

This is CNN -> Transformer -> RR off

#

I guess transformer might be able to handle it a bit better if they were on screen ever so slightly longer

smoky flame
narrow cloak
livid valley
twin mason
twin mason
limpid path
#

alternatively staxrip with a template locally. you'll get much higher quality results that way

#

i'm gonna update my pack for it soon and post it in #1095534398134300682

tacit warren
foggy anvil
#

Also faster

wicked hedge
#

anyone tested this project on the newly released 5080, how does it run?

#

sorry i mean new generation .

bold hedge
earnest kernel
#

Research says it has something to do with the frame rate, might have to try to record the clip at 30fps

#

apparently it only captures a certain amount of in-game frames

earnest kernel
#

Don't forget to mute one of the audio tracks

#

i may or may not have done that on my comparisons pepeBlush

wicked hedge
#

hi, cool video @earnest kernel , what does native 1080p Performance look like?

runic heart
earnest kernel
#

Yeah I use Handbrake or in this case just use the Davinci Resolve presets

earnest kernel
wicked hedge
#

wow brutal

#

im not sure if my 4070 will handle this though

frosty wren
#

is it copyright breach to have the rtx remix under patreon?

versed patrol
#

remix isn't, it's the compatibility mod for it to work on gta 4 that is behind patreon

#

and xoxor has done so much for remix that honestly he deserves some money

frosty wren
#

when its properly taken shape and is pretty much finished it will be free?

versed patrol
#

yeah he said it, when the mod is done and working it'll be released for free

frosty wren
#

nice

versed patrol
#

and honestly it's better like that cuz letting everyone use an unfinished project is not a good idea

frosty wren
#

eh, not that its not a good idea but its an additional hassle to handle everything but yes looks pretty good

#

i wonder if it will work with fusionfix in the future

versed patrol
#

i think it does

earnest kernel
#

FusionFix support is planned

#

It already kinda works

frosty wren
#

is remix capable of remastering or upscaling the textures throughout the game without breaking it too?

versed patrol
#

SURE

frosty wren
#

lmao

versed patrol
#

remix is rendering the game so u can go over the game limit

frosty wren
#

ah nice, i always wondered how this dark magic worked

#

since these games old af

versed patrol
#

hemry tried a 16k texture on gta san andreas so u can REALLY do what u want

frosty wren
#

yeah, 2k or 4k tex i guess its enough

versed patrol
#

yh most props can be at 1k, walls and roads 4k, vegetation 2k

#

or u can full 4k but u'll need a 5090

frosty wren
#

i wonder how remix will handle in the future things such as fusionfix's toggleable story filters (tlad, tbogt) and other stuff like that

frosty wren
frosty wren
#

the motion blur n allat

earnest kernel
#

GTA 4 with FusionFix and RTX

versed patrol
#

xoxor is just doing some magic to make it work

frosty wren
#

like dof

earnest kernel
#

No

#

The renderer is replaced with RTX Remix so anything will have to be implemented there

#

Maybe some features work idk

frosty wren
#

i guess some will have to be reworked right

#

to imitate it right in that tech

dull thunder
#

Ray traced DOF would be 🔥

narrow cloak
#

Raytrace dof would be

earnest kernel
#

Seems like FusionFix makes it so that in-game clips can be longer

#

Comparisons back on the table

#

Was getting pissed at finding good spots only for the clip to be randomly short

dull thunder
limpid path
#

gonna release my pack tomorrow

#

you just select the template, drag a video in, and encode

runic heart
# limpid path staxrip > handbrake

I like handbrake because I can crop the video in, change the video length based on time or frames, add filters and use nvenc encoder in a simple UI. Been using it for more than a decade at this point and while it’s pretty simple looking oldschool software, it serves my purpose well. For simple cropping, shortening or reducing filesizes fast handbrake has never let me down. Never needed a template. I could try your pack but I doubt it will make me switch as handbrake at this point is muscle memory. 😄

limpid path
#

staxrip can do that and a lot more, but if you're used to handbrake then yeah just keep using it

#

the goal of my pack is just to make a simple drag & drop -> process setup for people to use

plush dome
# twin mason

I replaced one of the channels with Godfather 1, managed to watch part of it but only issue was pausing isn't an option lol

lone garden
#

can someone recreate first gta 4 trailer with remix?

smoky flame
#

I thought it might be a good idea to post some changelogs of the Compatibility Mod for people that are interested in what's happening behind the scenes 🙌

0.8.3 - Changelog

Remix Runtime Related

  • Very latest remix runtime with new layer system -> Saving remix settings now saves them to a new file called user.conf. I suggest that you turn on the option to only save changed values.
  • The Terrain Textures category is now used to enable vertex colors and mainly used for terrain blending
  • Added an option to capture lights created by the RemixApi (wip - this might crash your game)
  • Added a new texture category called Disable Backface Culling to disable culling on problematic meshes (showing black squares, eg. armchair in first appartement)

Compatibility Mod

  • Fixed half-black sky reflection
  • Increased remix' tonemapper max stops to 10 to prevent clipping of bright lights
  • Improved looks of vehicle light textures by rendering them without emissive properties, then re-rendering the emissive parts on-top (also disabled the vehicle light proxy texture)
  • Fixed some blood decals with repeating the textures by setting the sampler mode to Clamp via a remix replacement
  • Decals / terrain should be blended properly now
  • Fixed an issue where everything turned black because transmittanceMeasurementDistanceMeters was set to negative values
  • Added a game option to only upload colormaps to the GPU (ignoring spec/normal) which should reduce the game's vram footprint + declutter the remix UI (enabled by default)
  • Added a very large plane under the map to fix water appearance (map marker #1000 with flat plane attached as a remix replacement)
  • Added _LaunchWithProcessorAffinity.bat that can be used to split CPU core affinity between the game and the remix bridge to aid with the stuttering issues some people have
  • Decreased radius scalar of Game to RemixLight translation code to fix lights clipping into things (+ slightly increased intensity)
  • Decreased influence of the colortemp timecycle parameter which was making the game a little too saturated sometimes
  • Found a better way to detect the very first HUD element so that remix injects probably. This fixes the missing radar background + broken sniper scope overlay

0.8.2 - Changelog

  • rebased the remix runtime to latest (saving settings now writes to user.conf and no longer to rtx.conf)
  • fixed dark phone UI
  • hopefully fixed imgui input and also fixed the unclipped mouse on the steam version when running in windowed mode
  • comp. mod now automatically tags decal textures
  • disabled a bunch of rendering phases of the game that are not useful for remix (did slightly increase perf. in some cases - eg. when the game would render mirrors)
  • translated lights are now tracked and updated (if possible) so that they keep their history (better denoising)
  • added an option to ignore filler lights (disabled by default)
  • added an option to the dev tab to not pause the game when focus is lost

0.8.1 - Changelog

  • fixed an issue with light hash calculation that could make the hash change after certain events
  • fixed mirror rendering (assigned a proxy texture so that they are easily remixable) + updated the remix-mod which now adds a proper override for the mirrors to make them reflective
  • fixed some minor issues with imgui mouse - does not fix issues on the steam version
  • now using the proper timecycle settings
upper shale
#

oh man, this looks insane

#

when and where do I get it ?

lone garden
#

wait release or

#

patreon

#

become a patreotic? ehh

#

how it should be named

#

🥀

upper shale
#

and yes, I would do it, but only if it works with fusion fix

smoky flame
#

Thanks Kim hug_green

smoky flame
earnest kernel
#

RTXDI stress test

livid valley
#

does the RTXDI desnoising fall apart for you? some gmod maps have 2000+ lights and i notice extreme light boiling until i crank up some of the settings

smoky flame
livid valley
#

yeah one sec

smoky flame
#

Also wanted to ask, were your api light commits required for x64? Or was there another reason

earnest kernel
#

I haven't seen boiling, just when emissives and direct lights and a distant light and stuff all mix it can look a bit noisy

livid valley
smoky flame
#

Gotcha so from what I quickly glimpsed over, you created an api callback where you are then adding all your lights?

livid valley
#

its far more reliable than hooking into the game since i can control creation/destruction/updates via lua bindings, no engine hooks

earnest kernel
#

Also now that you're both in here, HDR in GTA 4 Remix when? lesGO lesGO lesGO

livid valley
#

when i finish working on my rasterization layer #1116089843479498782 message

smoky flame
#

I've seen some boiling on some lights when I was recreating them every frame .. it kinda fixed itself after only updating lights on changes.
Matching lights created another issue with my capturing of remix api lights tho

livid valley
smoky flame
#

does not happen when I re-create all of them every frame

livid valley
livid valley
#

mind if i cherry-pick this? isforme

smoky flame
livid valley
#

ill keep an eye out

smoky flame
livid valley
#

yep

smoky flame
#

Uhm doesn't remix use the hash I provide with remixapi_LightInfo? It seems like it calculates its own hash based on position data? So even when I keep the hash constant on my end, it creates a new light instance every time the light moves which would explain it capturing so many

smoky flame
#

@livid valley this might be interesting to you as well - remix api light hashes are always recalculated and the one you provide with lightinfo isn't even used?
https://github.com/NVIDIAGameWorks/dxvk-remix/blob/6988992b3aab6dea98b17e0e373159d71e0017cd/src/dxvk/rtx_render/rtx_remix_api.cpp#L522

return RtSphereLight::tryCreate(
  tovec3(src->position),
  tovec3(info.radiance),
  src->radius,
  *shaping,
  src->volumetricRadianceScale,
  info.hash // <- use hash from remixapi_LightInfo
);

Now it uses the hash I provide via the api

smoky flame
#

Turns out that this did not help a bit. I actually forgot to remove old api lights (I did remove them from my tracked list without deleting the api light) 😂

livid valley
#

the lua bindings on my end create, update, and destroy the lights using the same hash id, so im wondering if the hash info in the debug visualization is not related?

livid valley
#

im pretty sure its keeping track of the same hash since its tracking the last frame since it was modified though

smoky flame
haughty aspen
mighty gull
smoky flame
#

Oh damn that’s green_fire

bold dome
#

WOw higher resolution than real life

wicked hedge
#

can we add this into comp?

dull thunder
#

That's for the remix mod that will work with the comp, it's gonna have custom assets and textures made

blissful rune
#

Thanks to MSI for sponsoring this content. Learn more about MSI's Black Friday discounts here: https://msi.gm/S2E1BB30

One of PC gaming's most infamously poor ports, it has been left to the modding community - and increasingly more powerful hardware over the years - to get the game into an acceptable state, to the point where RTX Remix support ...

▶ Play video
gusty violet
#

xoxor just can't stop winning

plush dome
livid depot
#

Great work!!!

coral summit
#

When this project finishes it will be legendary

echo marsh
versed patrol
narrow cloak
#

Not again

smoky flame
#

I’d buy a golden picture frame for that cease and desist but I don’t think that will happen

gleaming spear
# bold dome WIP Chad boots 🙏

A bit late to the party, but if you don't mind me asking, what generative upscaling method did you use on top of the gigapixel upscales?

bold dome
#

Its probably been mentioned but im curious, does it work with fusion fix?

earnest kernel
bold dome
#

This + FusionFix will be insane

earnest kernel
bold dome
#

Honestly never thought i'd see a playable version of IV on pc let alone one that looks incredible aswell

coral summit
earnest kernel
#

Did some vegetation testing. Just to see the performance hit. (I have no experience in anything blender or whatever, just stole HL2 RTX grass and used E-Man's scatter tool)

earnest kernel
#

Perf hit at a distance is pretty much zero. You can definitely do a lot with vegetation and RTX Remix in this game

narrow cloak
#

Well

#

Yeah

limpid path
#

as long as they aren't alphas, impact should be minimal

#

looks amazing though

gusty violet
#

well it IS a 5090

wicked hedge
#

please add hl2 grass to the comp mod

smoky flame
earnest kernel
smoky flame
earnest kernel
barren thorn
#

as simple as that

#

thats why there is need to do multiple replacements on buildings

earnest kernel
#

If people wanted to be serious about it they could capture the next LOD and then place a little less vegetation on that and so on bigbrain1

smoky flame
#

True! Its really great that hashes are so stable

earnest kernel
#

Yea

#

What's also good is that so far the grassy areas are fairly large which should make it easy to populate it with grass in one go

frosty wren
earnest kernel
versed patrol
#

u can replace all LODs on remix to show the replacement tho

earnest kernel
#

Just more performance testing I have no idea what I'm doing. The grass file is 2.5gb. Probably need to do it with instances somehow

versed patrol
#

omfg

earnest kernel
#

4GB of VRAM just for grass

#

But it's the whole island

#

with the statue of liberty

versed patrol
#

yeah using instancing it shouldn't even have a single difference

frosty wren
#

gta 4 max definitive edition

#

me with a 2070S can just admire these pics and progress 😂

versed patrol
#

i have a 3080 and i'm pretty sure it's the same

#

unless u spent 3k recently on a new pc u can't really have a good experience on it rn, idk if anything can done about it tho since it's just too much for the cpu

frosty wren
#

yeah.. and by how much i use the pc, i'd put 3k towards the car budget 😂

#

watch the 6090 generation end the 50 series production i bet

#

like they did with 40 series

#

so dumb

versed patrol
#

it's not dumb if it works

frosty wren
#

from their business side yes

versed patrol
#

honestly i can't wait for fsr redstone, maybe that's what will make nvidia finally shift some people back to gaming from ai

frosty wren
#

i dont know

#

their AI market is so big now

#

gaming is so little in their revenue

versed patrol
#

i just hope it's the biggest bubble money ever made

frosty wren
#

i hate nvidia for what they doing but cant be a hypocrite and not admit it, they're the best in the market

#

the titan

#

amd should step up their game

#

they're clowns

#

honestly

versed patrol
#

i mean

#

the 9000 were good

#

no flagship

frosty wren
#

yeah but aint those some workbench type of stuff

#

i mean the consumer cards

#

not the specific niche thing

versed patrol
#

9070xt is not specific

#

it's their gaming cards

frosty wren
#

ah right thought we were talking about nvidia for a sec

#

lmao

#

mb

versed patrol
#

nah

#

9070xt and some overclock and u got a 5080

#

u don't have mfg but idc cuz it sucks

#

u don't have dlss but idc cuz fsr4

#

and drivers were better than nvidia this year

frosty wren
#

not many good games came out anyway to make me wanna upgrade

#

so...yeah

versed patrol
#

yeah true

frosty wren
#

more power and more fancy tech but in the pursuit of perfection where did that lead us?

#

i wonder sometimes if we had this tech of today, but back then in the 2000s

versed patrol
#

It would cost far less

smoky flame
#

please move that convo to #offtopic

versed patrol
#

yh mb

upper shale
#

No chance for me to run this on my 3090 ?

upper shale
smoky flame
upper shale
#

3080 laptop or desktop GPU ?

#

CPU ?

#

What is the actual framerate ?

plush dome
#

I always wanted to ask if there's a marginal room for performance improvements

#

playability seems the biggest factor into people trying it and doing content(/assets) for it

narrow cloak
#

I suppose it can really only be fixed by continued development of remix

#

It's just not built to handle drawcalls as big and numerous as you get with gta4

#

I worded that weird

earnest kernel
#

Gmod also had issues on 32-bit right? Did Nvidia ever look at that

plush dome
smoky flame
# upper shale 3080 laptop or desktop GPU ?

3080 desktop - 9800X3D - 64gb ram
Framerate mostly depends on your cpu. I get 30-40 ish outside with pretty high draw distances. Can dip down to 20ish or less when a lot of alpha tested/blended objects are drawing

smoky flame
upper shale
#

Half ?

smoky flame
#

I cant tell you that but I dont think its half

dull thunder
#

9800x3d is already like the peak performer out of any current available CPUs on the market. And I've seen this compatibility mod struggle even on that too

#

I guess just reduce the view distance, since DF also highlighted you can gain performance through view distance adjustments (I really don't know how this is actually CPU heavy)

smoky flame
indigo charm
smoky flame
#

its a mix of both and depends on the situation. Getting 70ish fps in interiors - gpu bound. 40ish outside with lots of vehicles - cpu bound

indigo charm
#

ouch

livid valley
smoky flame
narrow cloak
#

Huge perf improvements

#

Because you bypass the bridge entirely

livid valley
#

on large maps, yes, but others it was a moderate improvement

#

skipping culling patches and doing custom rendering is what made it night and day for mostly everything

smoky flame
lone garden
livid valley
# smoky flame Was visibility checking costly and why is your way of rendering so much faster? ...

it was source render lists getting exhausted with the culling patches iirc, RP maps and other large ones have thousands of static props and the engine just falls apart trying to render them all at once.
Our custom way is using the existing lua imesh abstractions to render world meshes and props, they bypass frustrum and pvs culling. I then re-added PVS culling for static props and that's where we're at today. No proper instancing yet but i do want to do that

#

there is some overhead doing this all in lua as well lol

#

but far less than culling patches

smoky flame
livid valley
#

i could not do anything without it

#

the only thing we still render with the engine is dynamic entities

smoky flame
#

Wish I could do that with p2 😄

stark basalt
#

Anyone else want to eat a 12 gauge reading the comments in the DF GTA 4 video? I mean, comments in YT are always awful to read but man, it's brutal how dumb people are lol

lone garden
#

deep words

worn fox
#

almost like making a video about an incomplete mod is a bad idea

#

also someone teach alex to put roughness to 1 instead of 0.5

plush dome
#

fusionfix team were supposed to get a review, and it's this video, they got cut to make more room for Remix

primal pivot
smoky flame
livid valley
#

was it a replacement?

smoky flame
#

Yeah I accidentally shipped it

fallow berry
#

so how can i install this?

#

i need to support xoxor4d?

plush dome
#

Project is eventually free, you can donate to get beta access i guess, check Patreon page for more details

compact cargo
#

talks about xoxor's rtx implementation 15 and a half minutes into the video

barren thorn
#

🫣

winter orchid
#

would volumetric clouds be possible with rtx remix?

barren thorn
#

some programmer or modder could bring those with ease

winter orchid
#

i hope someone adds it 🙏

winged matrix
dull thunder
#

volumetric clouds in remix is a big task, mainly because of path tracing.

gleaming spear
#

I'm working on that, but it'll be reshade based

hidden monolith
dull thunder
#

That is an interesting approach. But I have no idea honestly

#

🤷‍♂️ maybe someone would be up for experimentation

serene gyro
#

is this an improvement? im very new to this

smoky flame
serene gyro
#

yeah but its one texture so idk what to do about that tbh

lone garden
#

and not that dirty like in game

serene gyro
#

dont know how to do that realistically either haha

#

ideally I'd just upscale the original texture but i havent found a good upscaler for that yet

lone garden
#

i think upscaling 512x512 texture is not a good idea

serene gyro
#

yeah, and I think the textures used are real photographs, so its hard to 'recreate' them digitally, and i have no real experience texturing haha

earnest kernel
#

The graffiti will probably look bad upscaled

lone garden
#

imagine if someone will do what guys from resident evil 4 hd project did

#

go to real places where's developers been

earnest kernel
serene gyro
#

and I guess you generated pbr?

earnest kernel
#

It generates PBR + depth maps and is fairly faithful to the original texture. Just don't inspect too closely

serene gyro
#

does it also upscale?

earnest kernel
#

Helps that Manhunt is a dark game lol

#

yes 4x if I remember

lone garden
serene gyro
#

i have to look into how i set it up

dull thunder
# serene gyro dont know how to do that realistically either haha

You can see in the original screenshot you posted that the artist did a seamless transition between the graffiti and the brick wall material, texture tiling is still there but has been masked by colour burning multiple layers of noise in it. It's a clever trick and it works for most repetitive materials

earnest kernel
#

Just make sure do adjust the depth map intensity

serene gyro
#

well i mean i have to set it up at all, its not that clear, but ill figure it out

dull thunder
#

Some textures would require attention even if you're doing AI PBR, having some control over the generative or upscaled material always looks better. Like for example defining what part of that texture needs to be rough/reflective using some texture editing tool would pop out more than just batch processing textures

lone garden
dull thunder
#

I have another good idea that I think could alleviate a lot of these Graffiti issues by using custom replacement decals added in through the toolkit.
By using a plane mesh aligned vertically against the wall, you can add your own graffiti textures on it that are alpha transparent around the edges. Then mark it as a decal using the runtime texture tag options

plush dome
serene gyro
#

this looks alright, but not amazing

dull thunder
#

Upscaled with PBRFusion?

serene gyro
#

no i just removed my new texture so its the old texture on top of the new normal and height map, tbh doesnt look too bad

dull thunder
#

Yeah, still looks good though because of the PBR nature of it

serene gyro
#

yeah exactly

narrow cloak
serene gyro
narrow cloak
#

Yeah I like that a lot

#

Are the decals overlayed?

serene gyro
#

its just the original texture

serene gyro
dull thunder
#

It looks as if the PBR makes the brickwall feel linear with all its bricks in the same level, whereas the original had some damage and concrete chipping away, some surfaces where the graffitis are smooth

plush dome
#

true, repetitive as well

#

some bricks are longer, some are chipped, some are more popping others are smudged, just more variation in general

serene gyro
#

updated all textures in view

dull thunder
#

Looks like a render tbh

#

👍

narrow cloak
#

P good

dull thunder
#

@serene gyro try to make windows in the buildings reflective as well

serene gyro
#

thats making the roughness black right?

dull thunder
#

Yep

#

Are these PBR texture sets 2k or 4k?

serene gyro
#

2k

#

makes a big difference yeah

dull thunder
#

Awesome!

#

Just don't stare too much into the windows blob_green_heart

bold dome
#

hellou

serene gyro
#

yeah but it doesnt work very well with very low res textures

#

but pbrfusion works fine enough

bold dome
bold dome
dull thunder
bold dome
# bold dome

The rocks is from a site, only the jacket is AI

#

😳

#

This is AI

lone garden
#

disgusting

smoky flame
barren thorn
#

neat

upper shale
smoky flame
upper shale
brave silo
#

awh, bummer

smoky flame
#

remix

livid valley
#

i've done it before on gmod

#

#showcase message

#

#1224827959974821939 message

smoky flame
#

Mhh transmission is busted in gta 4 for some reason and I don’t really like the look

#

Sss is broken and water transmission as well

upper shale
#

well yeah, gotta count that rtx remix is been kinda hacked to work on top of it too

#

but I've noticed this interesting thing

#

so, since a lot of people are cpu bound in gta 4 rtx, can you tell the remix app to not do the bvh calculation on the same threads the game runs on ?

#

or did I just say the most stupid thing ever 😅

#

at least in mind (I used to code simple shaders for unity) I think its duable

plush dome
wicked fossil
serene wave
#

Hey guys, Ash here from the Fusion Fix devs, who's doing the texture stuff for this project?

lone garden
#

everyone who wants

foggy anvil
#

How's it look in vice city next gen?

wicked hedge
#

Gta trilogy is halted i think because they have massive memory leak issue

smoky flame
narrow cloak
# smoky flame

brother, you gotta implement clearcoat in remix because nvidia won't do it

smoky flame
narrow cloak
#

Been begging nvidia for a while now lol

smoky flame
narrow cloak
#

Thin film just changes the color of the reflected light

#

Clearcoat is a relatively thick coating on top

mighty gull
#

Clearcoat should behave like an advanced layer applied over the base car paint, It might be possible to fake this using an addition translucent material.
The thin film shader, simulates pearlescent effects, where light interference causes color shifts depending on the viewing angle.

narrow cloak
mighty gull
#

Doing it based on shader would be a great approach.
Now we just have to pray for support for multi layer materials, maybe even procedural materials or detail normal maps.

narrow cloak
#

That would be asking too much lol

dull thunder
mighty gull
bold dome
dull thunder
smoky flame
mighty gull
dull thunder
#

seems like the foundation is already built, somehow it has to be ported over to remix as well

#

right now we only have access to these RT shaders that remix uses. a clearcoat shader is definitely possible

#

ah wait these aren't actual shaders facepalm

dull thunder
#

2k lines of code 💀

topaz gust
#

just looking at all the progress being made here in complete awe. you all are immensely talented! appreciate you legends for pouring love into this game that means so much to so many

foggy anvil
upper shale
#

why don't you guys youse this as the base textures in gta 4 remix ?

#

i am sure the mod author would agree to it

lone garden
#

its just ai upscaled shit

#

disgusting

smoky flame
#

Crossposting the changelog for the newest builds

0.9.0

Remix Runtime Related

  • Updated runtime to the latest commit
  • Added support for vehicle dirt (wip)
  • Refactoring, cleanup and minor fixes

Compatibility Mod

  • Graphic Options of the game that are not worth tinkering with are now forced (lowest possible besides Texture Quality)
  • Got rid of a lot of string checks to identify certain types of drawcalls to reduce comp-mod overhead as much as possible
  • Added a batch to quickly toggle remix+comp mod (_toggle-gta4-rtx.bat)
  • Added a second LaunchWithProcessorAffinity batch which assigns 2 cores to GTA and the rest to remix (_LaunchWithProcessorAffinity_2Cores_GTA4.bat)
  • rtx.conf has new default graphic settings with DLSS on auto and PT settings set to high
  • Disabled SSS by default (because it causes some artifacting on characters)

Remix Mod Shipping with the Compatibility Mod

  • Added very basic PBR materials for Nico and Mallorie (with SSS which is producing some artifacts right now)
  • Chainlink on metro tracks now casts shadows

Rendering

  • Static emissives are now rendered via fixed function which should improve GPU performance a little
  • RTXDI Samplecount was forced to 30 to improve vehicle headlight quality (can be adjusted via Game Settings)
  • Hair of Nico is now alpha-tested - strenght can be adjusted via a game setting (or be disabled completely)
  • Default value of sun angular diameter was slightly reduced
  • Disabled drawing of the interior dirt decals by default (game setting)
  • Vehicle livery is now rendering
  • Vehicles can get dirty now which also adjusts the roughness (wip)
  • Fixed an issue where vehicle headlights / taillights could randomly turn on/off
  • Disabled drawcalls related to deferred lighting that do not work or make sense with remix (-300 drawcalls per frame)

Timecycle

  • Fixed a bug in the translation code which could result in a very saturated game
  • Adjusted a few default game-settings (desaturation influence, skylight intensity scale, color temperature influence ..)

Map Settings

  • Added the ability to allow filler lights if they are globally ignored (ImGui > Map Settings Tab)
  • Proper handling when no map_settings.toml is present in the rtx_comp folder

ImGui

  • Lots of cleanup and refactoring
  • Added a statistics section to the debug tab
  • Added the ability to allow filler lights
  • Fixed the "Hold right mouse outside imgui to allow for game input" logic
  • Hopefully fixed the issue where neither the remix runtime nor the comp-mod menu would open
  • Added some missing shaders to the ignore shaders dev section

Map Settings

  • Added the ability to allow filler lights if they are globally ignored (ImGui > Map Settings tab)

0.9.1

  • Fixed vehicle dirt over livery
  • Added game settings to enable/disable vehicle dirt and livery + dirt color override
  • Fixed traffic lights loosing their color - had to disable the global emissive scalar (game setting) - wip
  • Added the fake volumetric light sprite of vehicle headlights to the ignore list
  • The ProcessorAffinity batch files now work if the game is installed under ProgramFiles
  • Changing light translation settings now clears the light cache list so that changes are instantly visible
limpid path
smoky flame
twin mason
mighty gull
# upper shale https://www.nexusmods.com/gta4/mods/781

Old game textures usually have prebaked lighting, stuff like highlights and shadows baked straight into the diffuse map. That might look okay in older engines without path tracing, but once you switch to a path tracing renderer, it just doesn’t hold up. The lighting ends up looking double baked or off, and it breaks the realism.

gleaming spear
#

you could probably use a depth based comyfui flow to removed baked maps efficiently

#

idk if anyone ever made something like that tho, but should be possible

narrow cloak
#

oh boy

#

HE'S CALLING IT SHADERS

#

AAAAAARGH

zenith hill
#

not even chatgpt would give you this kind of misinformation

earnest kernel
#

At least say physics based

zenith hill
#

calling any graphics mod shaders is something I regularly see people do and I think it's because they're mostly familiar with minecraft mods

lone garden
#

someone find this guy

mighty gull
narrow cloak
#

Some people just aren't qualified to talk about things

#

Now a few thousand people are going to call it performance based rendering

dull thunder
#

Pushing content out faster than researching just for a few minutes is an ill mindset. Love how he's confidently spewing nonsense

#

But I get it some people aren't that into the nitty gritty of things they just like what they're seeing tbh

narrow cloak
#

Well

#

Then don't get into nitty gritty

#

You can do one single google search if you aren't sure

lone garden
#

god damn

#

performance base rendering

#

did he even

#

understand what he said

narrow cloak
#

What do you think

lone garden
#

something really dumb

#

instead of simple one google search he just

#

lmao i can't find words in that damn language

#

lets be just "invented" on the go

#

he just invented that shit on the go

versed patrol
#

he probably asked chatgpt to write the script

#

and never checked it

lone garden
#

even chatgpt cant write that shit

#

well only if he used some first versions

versed patrol
#

gpt5 is as stupid as the first one

#

it just tells you how he can think about the stupidity he's gonna tell you

gleaming spear
#

what is the plan for character faces and hairs? they're gonna feel uncanny if you remake them in substance

versed patrol
#

I don't think model can be changed, so texture is the only way

#

so substance is the only way

gleaming spear
#

yeah that's what I meant, texture replacements, since they have baked maps in the faces, remaking them can make the chracters feel different

#

all character have clay hair while niko's default hair is like 3 stacks of a model ontop of each other like the way the games did grass at the time, tbh I think model editing via fusion overload is needed for some parts

lone garden
#

yeah

#

texture streaming issues

#

my beloved

gleaming spear
# bold dome

try this one, should look better I guess, used a sd1.5 based model with an upscaler on top, keeps the same "style"

lone garden
#

nothing changed

#

🥀

mighty gull
#

When I wanted to manually create the undercarriage mesh…

#

Tadpole3159 just showed me the AI normal map generator…
Man, it really feels like AI’s about to replace me at this rate. That thing’s scary good...

unreal oasis
#

seems like this guy doesnt even give a damn and just wants to make a video on it for the money

#

😭

mighty gull
#

Luckily it only supports 2K output for free, so the texture still gets pixelated at 4K or 8K.
So yeah… it’s not replacing me just yet. At least not at this moment.
I’ll keep my job until AI hits 16K.

versed patrol
#

u can go up to 22k on krea but i don't know how good it is and it's paid too

mighty gull
#

Krea has that kind of accuracy and detail quality?

versed patrol
#

i haven't used it a lot but it looked pretty good and it prob got updated since

mighty gull
#

I meant the normal map generator.

versed patrol
#

OH i thought just ai upscaling

mighty gull
gleaming spear
#

it crates the best normalmaps from my experience

mighty gull
#

I’ve tried PBRFusion 3.0 before, still not as accurate as SwitchLight’s normal maps in my experience.
And honestly, I really enjoy creating assets manually. It’s more satisfying and gives me full control.
So yeah, I’ll stick with the manual workflow. Let the AI creators do their thing, I’m good doing mine.😜

quick smelt
livid valley
# quick smelt

not trying to be rude, but a lot of diffusion artifacts are visible and the original grittiness is lost

limpid path
# quick smelt

yeah i think the original is meant to be more of a granite like texture. these kinds of changes aren't uncommon for diffusion unfortunately

quick smelt
#

i did go for stone texture, not granite. of course it's different 😂

serene wave
#

Also to respond to an earlier question about "mipmap tricks" this was something used in the 6th and 7th gen days to get more uses or effects from mipmap manipulation instead, in GTA IV's case it uses differing contrast and brightness on the vehicle speckle to create a distant shimmer light effect, you can see in this image where the mips are in the corner.

lone garden
dull thunder
lone garden
quick smelt
#

😂

versed patrol
#

i just saw a message "someone please" that got deleted instantly

#

who is in your basement xoxor

narrow cloak
#

It was me

#

I decided to move it to

#

Uh

#

Xoxor's server

versed patrol
#

huh

#

u sure ur not in xoxor basement ?

narrow cloak
#

I can neither confirm, nor deny

versed patrol
mighty gull
narrow cloak
smoky flame
#

lmao

narrow cloak
#

I'm not sure if the glitch is related to fps or not

#

But when you're getting doodoo frames even with framegen, it's not very easy

smoky flame
#

great of them that they've never fixed that bug

narrow cloak
#

It's not a bug so I don't know why anyone would try to fix it

#

I can die happy now

earnest kernel
#

I did that shit on 360 with 30fps so I don't think that framerate is an isseu

narrow cloak
#

It's my skill

#

I'm trying to get a recording but unfortunately the game fucks with nvidia thingy

#

the nvidia

#

uh

#

thingy

#

So I have to start a recording beforehand

#

One last clip and I'll stop spamming. This is the peak of gaming for me

earnest kernel
#

Shoulda picked up the phone while flying through the air

narrow cloak
#

lol

earnest kernel
#

Now that's peak

#

If GTA 6 doesn't have swings of death, they shouldn't even release it

lone garden
#

gta 6 with rtx remix when?

narrow cloak
#

Tomorrow

lone garden
#

finally

frosty wren
# bold dome

dam y all really go above n beyond in this homemade gta 4 remaster.

rotund dawn
lone garden
#

that

#

performance based rendering

earnest kernel
#

Written article on the mod by DF on their new site

lone garden
#

guys who can make some performance based rendering textures for my gitia 4?

barren thorn
#

Performance Based Rendering ? XDDD

rustic coral
#

Guy probably let chatgpt write the script

earnest kernel
#

Good thing we got GTA 4 path traced

merry grotto
#

like me, that live in Brazil and the patreon costs 10% of the average salary

bold dome
#

Yes

#

😳

earnest kernel
#

Damn, Warcaco really wanted the comp mod if he spent that much

bold dome
#

I used the money I earned on Patreon; I'm currently unemployed.

mighty gull
#

Slowly chipping away at it, gonna take a break for now and pick it up again tomorrow.

versed patrol
mighty gull
#

All car share the same texture.

lone garden
#

lazyass rockstar games

versed patrol
lone garden
#

gta 4

#

and optimisation

#

lmao

versed patrol
#

it released on a cd

mighty gull
#

That’s exactly why I put effort into building the mesh properly. to bake clean normal and height maps.
If there are too many variations to handle, I’ll just fall back to using Switchlight 3’s normal map.

versed patrol
#

i saw that switchlight thing it looks insane

#

but isn't it for videos ?

mighty gull
#

Yeah, it’s great for AI modders, or anyone who just wants a fast, reliable way to generate accurate normal maps without diving deep into manual baking.

mighty gull
versed patrol
unreal oasis
serene wave
#

Average day in GTA

quick smelt
mighty gull
frosty wren
#

custom placed trees in gta 4?

#

they look good too

mighty gull
dull thunder
#

So more like ghost trees because they won't have collision? Since it's handled by remix

mighty gull
frosty wren
earnest kernel
#

Replacing current trees is probably a good first step before adding additional ones because they wreck performance

foggy anvil
frosty wren
#

since game itself takes place somewhere in fall

twin mason
#

It's crazy PS1 had this final fantasy 9 game it was like 10 discs

smoky flame
#

@zenith hill Hey do you know if it's possible to identify a specific rmcDrawable before rendering? Would have hoped to compare it or the grmModel / grmGeometry to some model hash value.
I don't know if its possible to retrieve a grmModel ptr by hash from some kind of global pool to then compare the addresses?

zenith hill
#

if what you need is an identifier that's stable every launch I think the best you can get is the name hash from CBaseModelInfo, which you can get if you intercept the processing functions of CDrawFragTypeDC, CDrawEntityDC etc

smoky flame
mighty gull
worn fox
# barren thorn

you were able to replace the ak model? or is it just a retexture
looks higher quality than i remember

upper shale
#

how did you get the first person mod to work ?

lone garden
#

its real life

zenith hill
#

it's the phillipines

upper shale
#

aight, imma hit you both with my dad's best comeback

#

👍

lone garden
#

hey yo wtf

upper shale
#

yeah, how does it feel ?

#

take it

lone garden
#

🙏

upper shale
#

no but seriously, anyone knows how to get first person mod working on complete edition ?

versed patrol
upper shale
#

but I remeber I got it working with complete edition

upper shale
lone garden
#

bcz i remember that ak in game looks so cool

#

my beloved weapon ever

versed patrol
#

but i think he just used freecam from remix just for the screenshot

upper shale
#

I swear fusion fix has it's own asi loader, right ?

versed patrol
#

i think so yh

upper shale
#

thanks buddy :)))

versed patrol
#

ZMenu has a first person view integrated

#

but i'm not sure how compatible it is with the latest version

earnest kernel
#

Liberty's Legacy works with complete edition and has a first person view

serene wave
upper shale
topaz gust
dull thunder
#

Oily fingers

crimson ruin
#

Time to buy gta 4 before public release 🤑

barren thorn
lone garden
#

gymnastics

barren thorn
#

nico lets go bowling

lone garden
#

more like

#

niko lets go oiling

barren thorn
dusk jolt
dusk jolt
# barren thorn

Are you able to get the LEDs on the wall to glow their respective colors?

barren thorn
#

I think yes

dusk jolt
#

I think the Machines are bit too shiny. Arent they usually a foggy grey color? The floor looks good though, I can only imagine how hard it would be to dial in the shiny-ness of the bowling floor

barren thorn
#

Some object share same textures

#

Meaning I did add some metal material for parts of chairs and it was automaticaly replaced on those dispensers

upper shale
# barren thorn

I mean yes, but I still think it needs at least a normal map, or a bump map to break up the mirror like finish

upper shale
#

also, is there any way you can add 2 light sources per car "headlight" instead of one ?

bold hedge
rotund dawn
#

discord bugged and for some reason refuses to load forwarded videos

smoky flame
smoky flame
#

and dual rear lights

rotund dawn
#

i remember hearing higher sample rates and sampling best lights make headlights like these more stable

smoky flame
#

stock but with sample count at 30

livid valley
#

no sample best lights 🥀

upper shale
livid valley
#

yes

upper shale
#

sick

smoky flame
upper shale
#

should showcase that too

rotund dawn
#

@livid valley type beat

livid valley
#

only set temp to 1 if you want shadows to update quicker

smoky flame
#

which one

#

oh alright

livid valley
#

max history length

rotund dawn
#

maybe it helps with low sample counts

livid valley
#

i never changed the permutation setting

#

oops meant to reply

rotund dawn
#

but since we're using 30 samples with best lights enabled

#

we don't need temporal reuse as much

livid valley
#

lmao gmod has it cranked to 64 count

#

it doesnt hurt my fps too much on AMD

smoky flame
#

it did take 3-5 fps so I've opted for half

livid valley
#

are those artifacts visible with a higher max history length?

#

i think RR does stuff differently so i never experienced them on my hw

smoky flame
#

yea

livid valley
#

oh ok good

#

do you have both of the compute options on?

#

i cant remember the name but it cleans up moving shadows a lot

rotund dawn
# smoky flame

that noise is crazyyyyyyy never seen portal rtx do that

livid valley
#

yeah i think these issues are exclusive to high counts of API lights

rotund dawn
#

whats wrong with them 💔

smoky flame
#

with 200 lights

livid valley
#

this is what gmod uses

#

ngl tho i think we both already have most of the important settings the same

#

i might half my sample count by default as well though

rotund dawn
livid valley
#

does the map have 200+ lights?

rotund dawn
#

And the lights looked fine

bold hedge
#

How does Remix work in GMOD? Are there specific maps?

livid valley
#

wdym?

bold hedge
#

So, I'm wondering if there are maps with modified materials, or are you just checking that remix works well in general on any map?

livid valley
#

the compatibility mod ships minimal changes, so stuff like water and mirrors in gm_construct. But we're seeing if gmod rtx has the same light noise issues as gta 4 rtx as they both use remix api lights entirely

#

keep in mind i dont have RR so my artifacts are gonna look a bit different

rotund dawn
smoky flame
#

pretty similar still

#

why do they lag behind so much for you tho

livid valley
#

lua trol

upper shale
smoky flame
#

gta6

livid valley
livid valley
bold hedge
livid valley
#

they do but its most likely going to be DX12 only

upper shale
#

do you think we could get lights like this ?

#

i mean, from what I know you could get custom light png things into remix to alter the shape of the light

rotund dawn
livid valley
#

no idea

narrow cloak
#

@smoky flame how are you handling car materials?

#

Aren't they randomized?

smoky flame
#

yup

#

tfactor modulation

#

I grab the pixelshader constant that normally colors the vehicle and use FF tfactor

narrow cloak
#

I mean to say that the texture doesn't change and it's colored in post

smoky flame
#

yes

narrow cloak
smoky flame
#

comp mod before rendering the car shell

narrow cloak
#

hm

#

Nfs underground 2 has so many parallels to this game

smoky flame
#

doesnt that game change the texture directly tho?

narrow cloak
#

game has 2 rendering modes

#

The remix compatible on is severely cut down in visual features and it pisses me off

smoky flame
#

I guess I should take a look sometime then

narrow cloak
#

That would be nice

narrow cloak
#

A normal replacement wouldn't work

smoky flame
#

you mean how I detect when its rendering the vehicle paint?

#

the texture remains white when you select it in remix

#

its not changing the texture

narrow cloak
#

So what about the paint material

#

oh

#

hmm

#

That explains

smoky flame
#

remix modulates the color in the opaque shader just like the gpu driver would have done in FF

narrow cloak
#

One of the biggest things that piss me off is that FF mode disables crowds

#

For me, it's just this crappy 3,2,1

smoky flame
narrow cloak
#

I meant a mask that defines which part of the texture should be tinted since iirc, the cars use just one big texture

smoky flame
#

I guess the shader based version only uses a black/white mask for car paint

#

or a secondary mask

narrow cloak
#

So

narrow cloak
smoky flame
#

no

narrow cloak
#

ah

smoky flame
#

the opaque shader in remix takes a sample of the white car paint texture and modulates it with the TFACTOR

narrow cloak
#

So that proves that

#

I'm stupid

smoky flame
#

then sends that off to the pathtracer