#Grand Theft Auto IV (GTA 4)
1 messages · Page 3 of 1
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
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.
anyways i wonder why after Gta5 definitive edition nobody tried to run Liberty city map mod
it could look interesting
both gtav versions works differently in a way that mods for legacy can't work by default on the enhanced version
bcz they re better
yeah, basically the issue there is that legacy and enhanced are using different kinds of texture files, so each file would have to be converted using codewalker
obviously

Guys... we don't need GTA V anymore. We have got this amazing REMIX mod. Forget about GTA V... it is outdated.
me want gta v remix nau
or just play gta 5 enhanced
Remix enjoyers hate this one simple trick.
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.
Well then do it, pretty sure xor's work is/will be open source
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
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)
using the original textures
Love the emissives on this bike (Boosted them a bit to make them more obvious)
Sounds fair and reasonable. At the end it's not the end of the world of course. It would be just a sweet little bonus, but I can understand your reasons. Everything I've written is just my own opinion about IV modding in general, but it's certainly fine if you or other people see it differently. Everyone has different interests and priorities, which is only fair.
Okay, let me quickly learn how to reverse engineer games, how to read code and especially how to write code
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.
"All the mods"? This may be true only for patch 4 of the game, which doesnt even support the TLAD and TBOGT dlcs. Mods related to graphics are not the only mods ever made for this game but I cba to elaborate further given the energy of "so who cares". All I can say is that you're grossly misinformed.
chill out you're not him, obviously not all the mods but alternatives for latest version exists in a lot of cases and if you play with remix you're looking for a graphically realistic game so yeah, i'm informed enough about what i'm looking for thank you
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)_/¯
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.
Aight, i tried
Can y'all send like more screenshots or something
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
you're being incredibly aggressive here and this has escalated for no reason at all
others here have weighed in and given valid reasons for why it's not likely to happen, but you proceed to respond by dismissing their statements and following it up with aggression when it doesn't work
this is your first warning
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.
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
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.
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
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.
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.
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 
i appreciate your knowledge on the topic and we love having experienced modders here, especially for active projects. but aggression like you've displayed isn't welcome. regardless of whether or not you view it as aggressive, that is how it comes off to others here
i hope if you decide to come back it'll be better that time around

What happened lmao
he's just a kid that hate being wrong and got mad when we told him he was
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.
he felt misunderstood because he failed to realized that he was being arrogant and putting others down
cant blame him tho i used to do the same ngl
whatever he left, xoxor plz release 
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
Oh I guess this is also whats causing the z fighting issues
so if og game has z fighting issues then rtx remix translates that ??
How did FusionFix fixed z fighting?
In a few rare cases, mabye but thats not the issue here. I'm failing to understand why they use two alpha blended surfaces .. or rather how the top one is blended at all because there is no vertex color/alpha on these surfaces
Maybe they used it in some places to create a dithering effect?
lmfao he always does that, even on some gta 4 servers, always been soft and replied aggressively when someone didnt agree 😂
the way he changes hes speech when he aint a moderator tho lmfaoo
Tried doing a lil rando comparison
nice
does the remix work if it rains?
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
i wonder when its taking proper shape, if y'all will be able to still keep that IV atmosphere
for all them storylines
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
shadowplay can stop recordings when alt tabbing cuz its terribly made, just use obs honestly
The issue is that Shadowplay recordings are low fps for some reason
I've just used OBS instead
such a huge difference. it did lost original atmosphere but things could be tweaked to bring back bluish/green tint a bit. but outside of that huge upgrade visually
it lost no original atmosphere.
the way og gta 4 looks like it does is because of technical limitation at the time
you will be boiled
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
technical limitation in what lmao
guys we cant uhh do something lets give game blue and green tint
sam houser©
Incorrect. The original colors are missing
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
bloom is possible
what is the lack of color is attributed to, absence of lower sky horizon color?
cant say. I'd need the exact time and weather states to compare it on my side
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
@earnest kernel i think a direct comparison is possible if you use the benchmark demo
It would be a more controlled test in terms of getting exact frame accurate footage
not surprising tbh
WIP Chad boots 🙏
Does something like this take long to do? I kinda want to see if I can invest into something like this
Though 1 feedback add some shittyness to it
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
No there is
ha
YEah, good idea
My guy
I use IA
Just enable desktop recording or make use of instant replay. I think that works too.
ai in 2006
AI Slop before AI
I thought this was AI lmfao
Shitty upscaling
2000s upscaling my favorite
This is the original but upscaled
Yess
Oh
I see
So i upscale using just the basic
IA
so she can understand that it is a shoe
Iowa
Then I use a generative to make the big details
Man Iowa is doing a shitty job upscaling textures
Sorry i m use some google translations
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
I use Gigapixel
This is using generative Upscale
as you can see, there are some artifacts
daaamn
Then I use the original model to adjust these bounds and errors
And then, looks almost perfect
Im not a professional, so i use IA and some manual work
intelligence artificial
I see that the AI baked in lighting in the texture. It looks shadowed. Making a PBR map from AI would be difficult
it also misunderstood what the sole of the shoe is
AI, not IA 😆
This model has less generative details
Intelligence de artificial 
intelligence artificielle
Apple intelligence
if you do plan to go through with this, make sure you remove all shading and specular highlights from albedo map
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
Is the issue from translating the game's internal HDR rendering? I noticed the emissives and lighting are less exposed from the comparison
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
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
rtx remix version is more realistic
Lighting is, yes, but the colors are incorrect
@smoky flame is there a way to detect muzzleflashes to spawn pointlights when firing?
probably but I don't have any code in my code base to do that
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
that aim
ears shattered
those areas can be spliced with original if the rest is good
you can use this website to compress longer videos to 99mb
A fast online video compressor to reduce video file size. You can compress video to a desired file size or a quality level. Supports MP4, FLV, MKV and more.
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
How do you do this? I kinda want to try this on rainbow six 3
8mb.video is better
Also faster
anyone tested this project on the newly released 5080, how does it run?
sorry i mean new generation .
Thanks but I meant the in-game capture function. It should capture 30 seconds but sometimes clips end up around 15s
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
You mean the comparison? I just make a project in Davinci Resolve with half the vertical height, then scale the videos down to half size and position them half the horizontal pixel count to each side
Don't forget to mute one of the audio tracks
i may or may not have done that on my comparisons 
Ty!
hi, cool video @earnest kernel , what does native 1080p Performance look like?
Why not just use handbrake, much more privacy oriented compared to giving data away to god know who. Also this assumes your upload speed is okay (if you have large video size) while handbrake is all locally ran.
Yeah I use Handbrake or in this case just use the Davinci Resolve presets
I'm pretty much all CPU limited so going down to 1080p doesn't do a lot
is it copyright breach to have the rtx remix under patreon?
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
when its properly taken shape and is pretty much finished it will be free?
yeah he said it, when the mod is done and working it'll be released for free
nice
and honestly it's better like that cuz letting everyone use an unfinished project is not a good idea
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
i think it does
is remix capable of remastering or upscaling the textures throughout the game without breaking it too?
SURE
lmao
remix is rendering the game so u can go over the game limit
hemry tried a 16k texture on gta san andreas so u can REALLY do what u want
yeah, 2k or 4k tex i guess its enough
yh most props can be at 1k, walls and roads 4k, vegetation 2k
or u can full 4k but u'll need a 5090
i wonder how remix will handle in the future things such as fusionfix's toggleable story filters (tlad, tbogt) and other stuff like that
true, better to optimize
oh and depth of field
the motion blur n allat
GTA 4 with FusionFix and RTX
xoxor is just doing some magic to make it work
yeah but do the options properly work?
like dof
No
The renderer is replaced with RTX Remix so anything will have to be implemented there
Maybe some features work idk
Ray traced DOF would be 🔥
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
Like taming a beast
staxrip > handbrake
gonna release my pack tomorrow
you just select the template, drag a video in, and encode
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. 😄
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
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
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 Texturescategory 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 Cullingto 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
transmittanceMeasurementDistanceMeterswas 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.batthat 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.confand no longer tortx.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
didn't even know that was a thing
and yes, I would do it, but only if it works with fusion fix
Thanks Kim 
400+ path traced lights 
RTXDI stress test
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
Mhh don't remember having any issues with that. Do you have a vid on hand of what you mean?
yeah one sec
Also wanted to ask, were your api light commits required for x64? Or was there another reason
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
to fix command submission crashes yes, i still have no idea why it was so unstable with the traditional api calls
Gotcha so from what I quickly glimpsed over, you created an api callback where you are then adding all your lights?
#1116089843479498782 message
yeah, basically im letting remix handle the lifetime/drawing of the lights
its far more reliable than hooking into the game since i can control creation/destruction/updates via lua bindings, no engine hooks
Also now that you're both in here, HDR in GTA 4 Remix when?

when i finish working on my rasterization layer #1116089843479498782 message
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
i did the same thing, it helped a lot of my initial issues
does not happen when I re-create all of them every frame
i need to see if this happens to me, api lights arent captured in my runtime yet
mind if i cherry-pick this? 
Please do but be aware that this sometimes crashes my runtime for yet unkown reasons
ill keep an eye out
disabled RR so its more visible .. that setting was disabled by default?
yep
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
@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
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) 😂
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?
oops missed this message, this matches whats going on in my video
im pretty sure its keeping track of the same hash since its tracking the last frame since it was modified though
yea still weird that they display a different hash .. not that it matters much
YAY
Then xoxor said, let there be light HYPERS
Oh damn that’s 
WOw higher resolution than real life
can we add this into comp?
That's for the remix mod that will work with the comp, it's gonna have custom assets and textures made
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 ...
xoxor just can't stop winning

Great work!!!
When this project finishes it will be legendary
Take 2 would take it down
why?
I’d buy a golden picture frame for that cease and desist but I don’t think that will happen
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?
Its probably been mentioned but im curious, does it work with fusion fix?
It semi-works now, xoxor is working on improving support for public release
Ah great ok, great work also guys its incredible what you've done so far.
This + FusionFix will be insane
It's all @smoky flame the RTX whisperer 🧙
Honestly never thought i'd see a playable version of IV on pc let alone one that looks incredible aswell
I hope not
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)
Perf hit at a distance is pretty much zero. You can definitely do a lot with vegetation and RTX Remix in this game
well it IS a 5090
please add hl2 grass to the comp mod
Just make sure to cull markers with distance so that grass disappears when you are further away 😛
I just attatched to the highest LOD version. Seems to work well and can be adjusted by draw distance that way. https://www.youtube.com/watch?v=xOlMrckOx60
Smart 👀 What did you attach it to?
Just the underlying terrain mesh
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 
True! Its really great that hashes are so stable
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
so can finally increase those goofy low gta 4 lods? 😄
Can mod them for sure
u can replace all LODs on remix to show the replacement tho
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
omfg
4GB of VRAM just for grass
But it's the whole island
with the statue of liberty
yeah using instancing it shouldn't even have a single difference
gta 4 max definitive edition
me with a 2070S can just admire these pics and progress 😂
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
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
it's not dumb if it works
from their business side yes
honestly i can't wait for fsr redstone, maybe that's what will make nvidia finally shift some people back to gaming from ai
i just hope it's the biggest bubble money ever made
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
yeah but aint those some workbench type of stuff
i mean the consumer cards
not the specific niche thing
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
yeah true
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
It would cost far less
please move that convo to #offtopic
yh mb
No chance for me to run this on my 3090 ?
That I can confirm, updated my drivers in July and it literally bricked my pc, had to reinstall w11
its running pretty good for what it is on my 3080 at 1080p
Give more details man 😭
3080 laptop or desktop GPU ?
CPU ?
What is the actual framerate ?
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
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
Gmod also had issues on 32-bit right? Did Nvidia ever look at that
well, it's a base game issue as well and that's the big thing, idk but if there was technically a way to improve the base(fusionfix) or completely disable certain calls maybe by then performance would be close to non remix experience, perhaps better with how shitty iv is
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
I've already disabled a much of unnecessary functions to save on drawcalls and I'll continue to try and track these down but as Burrito said - the limiting factor is most likely the remix bridge. With that said, it's still unbelievable to me that this works in the first place
Damn, so what would I get on a 5700x3d ?
Half ?
I cant tell you that but I dont think its half
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)
increasing draw distance increases the drawcall amount
is that CPU *or * GPU limited
?
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
ouch
its one of the primary reasons we migrated to x64 
Was it really a night and day difference?
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
Was visibility checking costly and why is your way of rendering so much faster? Are you instancing more or how does that work?
imagine rewriting gta 4 rendering system from scratch
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
Ah gotcha! Thanks for explaining that 🙏
Did you disable engine drawing via cvars? How did you manage to get all the required data into lua or is that data already exposed?
yeah all engine rendering is disabled. There is an addon/library called niknaks that exposes most of the data i needed
i could not do anything without it
the only thing we still render with the engine is dynamic entities
Wish I could do that with p2 😄
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
deep words
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
fusionfix team were supposed to get a review, and it's this video, they got cut to make more room for Remix
not his fault people are stupid
I messed up the hair ... 😂
was it a replacement?
Yeah I accidentally shipped it
Project is eventually free, you can donate to get beta access i guess, check Patreon page for more details
Play War Thunder now with my links, and get a massive, free bonus pack including vehicles, boosters and more on PC and consoles! PC: https://playwt.link/darkspace | Mobile: https://wtm.game/darkspace
GTA IV wasn’t just impressive for 2008, it set the bar for realism and immersion. Nearly two decades have passed and Liberty City still feels mo...
talks about xoxor's rtx implementation 15 and a half minutes into the video
🫣
would volumetric clouds be possible with rtx remix?
some programmer or modder could bring those with ease
i hope someone adds it 🙏
@gleaming spear
volumetric clouds in remix is a big task, mainly because of path tracing.
I'm working on that, but it'll be reshade based
Would the recent particle system that was added to Remix not too long ago theoretically be able to assist with this in any way?
That is an interesting approach. But I have no idea honestly
🤷♂️ maybe someone would be up for experimentation
is this an improvement? im very new to this
Hey congrats to your first replacements! The brick wall to the right looks a little repetitive as you can see it tiling
yeah but its one texture so idk what to do about that tbh
and not that dirty like in game
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
i think upscaling 512x512 texture is not a good idea
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
The graffiti will probably look bad upscaled
imagine if someone will do what guys from resident evil 4 hd project did
go to real places where's developers been
I had the same issue in Manhunt and just left it AI upscaled for the most part with the worst results retouched. Replacing photo textures with sterile digitally created textures got rid of all the grittiness
what upscaler did you use?
and I guess you generated pbr?
PBRFusion
It generates PBR + depth maps and is fairly faithful to the original texture. Just don't inspect too closely
does it also upscale?
🥀
i have to look into how i set it up
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
It's fairly simple, it supports upscaling via API so you can just select what you want to upscale and then hit go in ComfyUI
Just make sure do adjust the depth map intensity
well i mean i have to set it up at all, its not that clear, but ill figure it out
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
but uh, graffiti is infinity bcz its backed in texture💔
You can always blend in that afterwards using the right tools. Depends on the artists time and dedication into detailing it
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
looks worse tbh, lost way too much detail than it gained
this looks alright, but not amazing
Upscaled with PBRFusion?
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
Yeah, still looks good though because of the PBR nature of it
yeah exactly
Not bad but not dirty enough
this one is better
its just the original texture
but with the normal map and height map of this one
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
true, repetitive as well
some bricks are longer, some are chipped, some are more popping others are smudged, just more variation in general
updated all textures in view
P good
@serene gyro try to make windows in the buildings reflective as well
thats making the roughness black right?
hellou
You can use generative upscale
yeah but it doesnt work very well with very low res textures
but pbrfusion works fine enough
Dark n gritty
disgusting
neat
dont forget the same effect applies on the windshield
That wont be possible. Decals + translucent materials are not working together very well
is that a gta 4 thing or remix's fault ?
awh, bummer
remix
transmission texture?
i've done it before on gmod
#showcase message
#1224827959974821939 message
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
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
I agree Aupx
Hey guys, Ash here from the Fusion Fix devs, who's doing the texture stuff for this project?
everyone who wants
How's it look in vice city next gen?
Gta trilogy is halted i think because they have massive memory leak issue
brother, you gotta implement clearcoat in remix because nvidia won't do it
I think that goes beyond simple shader modifications but I may look into that
Been begging nvidia for a while now lol
isnt there already thin film or whatever its name is?
No, that's thin film light interference. Very different.
Thin film just changes the color of the reflected light
Clearcoat is a relatively thick coating on top
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.
Though it can be done using an additional layer, I think it'll be very bad for the path tracer instead of doing it in-shader. The render probably going to be too noisy to resolve to anything usable.
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.
That would be asking too much lol
there's only like 3 total RT specific shaders ever written for remix only(when portal rtx was released), the possibilities are there but that just comes down to performance issues if the RTshader is resource intensive
Just curious, why is USD Composer’s performance so good with path tracing (Interactive Render), even while supporting so many types of MDL files? 🤔
It's community driven I believe so everyone chips in whatever they can ( i think?) @smoky flame is the person to ask i think
i have no idea honestly, but does this USD composer support clearcoat materials? even if its with path tracing?
I'm making a compatibility mod so the game can be modded with remix. This is very different from creating an actual remix mod
Yeah, it supports clearcoat and flake as well.
(No DLSS option in Interactive mode though, so it runs at full resolution)
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 
2k lines of code 💀
Ohh wasnt aware, nice
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
No the GTA 4 mod
GTA VICE CITY REMAKE NEXT GEN EDITION Gameplay 4K (No Commentary) 2025
"GTA Vice City Nextgen Edition is a global modification based on the RAGE game engine from GTA IV. This mod is not just another conversion of the city to the next part of the series. This mod is a complete transfer of all missions from the original game. This will provide an...
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
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.confhas 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.tomlis 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
you should link your patreon somewhere in this btw
Thanks for allowing me to do that but I'd rather not 😛
I don't actively ask or want to redirect people there. Might be stupid but it feels odd for some reason
OP @bold dome and @mighty gull afaik but ive just been viewing the chat
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.
Diffuse often includes baked lighting like shadows and highlights, while albedo is meant to be clean, just the base color without any lighting info.
https://www.cgdirector.com/albedo-map/
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
Grand Theft Auto 4 (2008) is a legendary game that still holds up, but hanks to modders it looks MUCH better in 2025.
Subscribe for more: https://www.youtube.com/gameranxTV?sub_confirmation=1
MOD SOURCES
oh boy
HE'S CALLING IT SHADERS
AAAAAARGH
NOOOOOOOOO!!!
not even chatgpt would give you this kind of misinformation
At least say physics based
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
Or Reshade
Wait… did he just say PBR means Performance Base Rendering?
Well damn, I just learned a whole new definition today! 🤣
Some people just aren't qualified to talk about things
Now a few thousand people are going to call it performance based rendering
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
Well
Then don't get into nitty gritty
You can do one single google search if you aren't sure
What do you think
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
gpt5 is as stupid as the first one
it just tells you how he can think about the stupidity he's gonna tell you
what is the plan for character faces and hairs? they're gonna feel uncanny if you remake them in substance
I don't think model can be changed, so texture is the only way
so substance is the only way
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
try this one, should look better I guess, used a sd1.5 based model with an upscaler on top, keeps the same "style"
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...
Bruh what
seems like this guy doesnt even give a damn and just wants to make a video on it for the money
😭
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.
u can go up to 22k on krea but i don't know how good it is and it's paid too
Krea has that kind of accuracy and detail quality?
i haven't used it a lot but it looked pretty good and it prob got updated since
I meant the normal map generator.
OH i thought just ai upscaling
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.😜
AI can actually be really good for textures if used properly. Just needs some small fixes afterwards.
not trying to be rude, but a lot of diffusion artifacts are visible and the original grittiness is lost
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
i did go for stone texture, not granite. of course it's different 😂
If you're doing that from an upscale of the original you should base it on the I composed from the GTAV Next Gen version where Rockstar used a much higher res one with a lot more finer details for the engine stuff.
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.
🥀
Oh so that's how metallic flakes were replicated
yes that's true, but not in case of upscaling 256x256/512x512 to 4k
😂
i just saw a message "someone please" that got deleted instantly
who is in your basement xoxor
I can neither confirm, nor deny
Wait, GTA V uses the same texture as GTA IV? I didn’t know that, interesting.
👎
lmao
👍
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
great of them that they've never fixed that bug
It's not a bug so I don't know why anyone would try to fix it
I fully blame xoxor
I'll get it. Eventually
Okay I did it
I can die happy now
I did that shit on 360 with 30fps so I don't think that framerate is an isseu
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
Okay I got it. You gotta hit it. Not drive into it
aaaalright
One last clip and I'll stop spamming. This is the peak of gaming for me
Shoulda picked up the phone while flying through the air
lol
Now that's peak
If GTA 6 doesn't have swings of death, they shouldn't even release it
gta 6 with rtx remix when?
Tomorrow
finally
@smoky flame https://youtu.be/daOD2Ucvj7A
Grand Theft Auto 4 (2008) is a legendary game that still holds up, but hanks to modders it looks MUCH better in 2025.
Subscribe for more: https://www.youtube.com/gameranxTV?sub_confirmation=1
MOD SOURCES
we already saw
that
performance based rendering
Written article on the mod by DF on their new site
guys who can make some performance based rendering textures for my gitia 4?
Performance Based Rendering ? XDDD
Guy probably let chatgpt write the script
Good thing we got GTA 4 path traced
and soon, the mortals will have it too
like me, that live in Brazil and the patreon costs 10% of the average salary
damn for real?
Damn, Warcaco really wanted the comp mod if he spent that much
Slowly chipping away at it, gonna take a break for now and pick it up again tomorrow.
please tell me all cars share the same and you're not going to make a ton of em
All car share the same texture.
lazyass rockstar games
more like storage optimizations i'd say
it released on a cd
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.
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.
Also work for image.
nice
- youre rarely gonna see under a car in the game anyway
Have you played a GTA before?
Average day in GTA
This is a Remix mesh replacement setup that uses PointInstancer for tree placement.
So more like ghost trees because they won't have collision? Since it's handled by remix
Yes, it’s just a test to showcase the power of PointInstancer.
For collision, we can simply spawn basic collision boxes in game, it doesn’t need to be complex, just enough to handle interaction while keeping performance smooth.
what if the current trees get replaced
Replacing current trees is probably a good first step before adding additional ones because they wreck performance
I mean dlss is also ai
altho just as a suggestion, see if its possible to make it autumn like, some greenish some yellowish some orange. Like dayl did with rdr2 autumn trees
since game itself takes place somewhere in fall
CD is like PS1 era 700mb GTA IV was DVD
It's crazy PS1 had this final fantasy 9 game it was like 10 discs
@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?
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
Ah right this is it thank you!
This demo showcases a lush grass field in a GTA4 city park, brought to life using Geometry Nodes and a custom script for massive grass replacement. No coding required, just a step by step guide on how to build the scene and apply the script. Powered by RTX Remix, this workflow transforms classic visuals into a more realistic, path traced environ...
you were able to replace the ak model? or is it just a retexture
looks higher quality than i remember
is this on complete edition?
how did you get the first person mod to work ?
its real life
it's the phillipines
hey yo wtf
🙏
no but seriously, anyone knows how to get first person mod working on complete edition ?
there's probably a version of the mod that works with this version of the game
nah, only for 1.0.7.0 or 1.0.8.0
but I remeber I got it working with complete edition
i think textures
just need the right scriptook.net
but i think he just used freecam from remix just for the screenshot
I swear fusion fix has it's own asi loader, right ?
i think so yh
thanks buddy :)))
ZMenu has a first person view integrated
but i'm not sure how compatible it is with the latest version
Liberty's Legacy works with complete edition and has a first person view
Fusion Fix uses TAGs ASI loader, the ultimate ai loader one
yeah, but I'd say it's worse then the standalone mod
Oily fingers
Time to buy gta 4 before public release 🤑
;D
gymnastics
Reference photo
lifetime supply of oil
Are you able to get the LEDs on the wall to glow their respective colors?
I think yes
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
Some object share same textures
Meaning I did add some metal material for parts of chairs and it was automaticaly replaced on those dispensers
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
also, is there any way you can add 2 light sources per car "headlight" instead of one ?
Xoxor already fixed it, and it might be included in the new update.
discord bugged and for some reason refuses to load forwarded videos
Live leak
nah, fr
i wonder what RTXDI settings are being used here
i remember hearing higher sample rates and sampling best lights make headlights like these more stable
stock but with sample count at 30
no sample best lights 🥀
so do the headlights cast separate shadows like in gta 5 ?
yes
sick
should showcase that too
set temporal reuse sample to 1 and set sample best lights to on
@livid valley type beat
only set temp to 1 if you want shadows to update quicker
max history length
i genuinely see no loss in quality other than almost instant response
maybe it helps with low sample counts
but since we're using 30 samples with best lights enabled
we don't need temporal reuse as much
are those artifacts visible with a higher max history length?
i think RR does stuff differently so i never experienced them on my hw
yea
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
that noise is crazyyyyyyy never seen portal rtx do that
yeah i think these issues are exclusive to high counts of API lights
damn you API lights
whats wrong with them 💔
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
So weird cause seeing cars in gmod rtx the headlights don’t have that crazy noise
does the map have 200+ lights?
I’m mainly talking about that one clip where someone was playing a racing game type addon in gmod rtx
And the lights looked fine
How does Remix work in GMOD? Are there specific maps?
wdym?
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?
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
600+ lights here
keep in mind i dont have RR so my artifacts are gonna look a bit different
Do you think the issue might come from sample best light somehow?
lua 
wth am I watching, is this garry's mod ?
gta6
but honestly i have dont much optimization for any of the entity wrappers, so their update rate gets pretty rough in extremely dense maps like this
yes
It's a shame AMD doesn't yet have an alternative to Ray Reconstruction.
they do but its most likely going to be DX12 only
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
Do you think they’ll ever do vulkan support, especially cause they’re kinda the main gpu of Linux
no idea
yup
tfactor modulation
I grab the pixelshader constant that normally colors the vehicle and use FF tfactor
So does the texture remain constant?
I mean to say that the texture doesn't change and it's colored in post
yes
Is it colored by the compatibility shader or in-remix?
comp mod before rendering the car shell
doesnt that game change the texture directly tho?
In the fixed function mode, yes. The shader mode does it via shaders iirc
game has 2 rendering modes
The remix compatible on is severely cut down in visual features and it pisses me off
I guess I should take a look sometime then
That would be nice
So if you're changing the color before sending it to remix, then how is the texture detected?
A normal replacement wouldn't work
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
What I'm saying is that if you're changing the texture color in shader then the texture hash changes
So what about the paint material
oh
hmm
That explains
remix modulates the color in the opaque shader just like the gpu driver would have done in FF
Does it support masks?
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
Masks for what? The runtime can be modified to accept a mask texture similar to how a mask was used to define the rayportal shape
I meant a mask that defines which part of the texture should be tinted since iirc, the cars use just one big texture
I guess the shader based version only uses a black/white mask for car paint
or a secondary mask
So
Does this not mean the texture itself is being colored by the compat mod before sending it off to remix
no
ah
the opaque shader in remix takes a sample of the white car paint texture and modulates it with the TFACTOR
then sends that off to the pathtracer
