#Grand Theft Auto IV (GTA 4)
1 messages Β· Page 4 of 1
That's handled by the runtime
Original game, before mixing in color, looked like this.
PointInstancer Script Demo
Are you still on an older build or whatβs up with the hair
Iβm on 0.9.2 right now. The hairβs using my material replacement, I havenβt touched it recently. Planning to fix it later with our character modeling artist.
Respect++
so, do materials like glass and leafes have transparancy ?
yeah in the original game they do
what about now ?
honestly I am just being annoying because I want to see more screenshots
this looks beautiful
Remix doesn't change this
someone has to
And idk if anyone has started doing any proper vegetation replacement
yeah was about to say, love the roads just still keep them a bit dirty and not too clean
a RN
This is proper reaction to see trash 
lol
really really impressed
added raindrops and some variation to the global wetness to not make it look like a mirror even when not using any pbr on the roads
I wonder if someone will be able to reach the fidelity of driveclub's rain in remix someday.
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Capture through Full4k Avremedia 4k gaming card. hope you like it....
jesus christ lol they were so proud of that rain effect on the camera that they didn't even care that it obstructs the whole screen
holly fuck
the lighting indoors is really nice
@smoky flame are there any plans for a proper color grading solution rather than relying on the tonemapper?
wdym exactly?
right now unless i'm mistaken, you're dynamically adjusting the tonemapper's settings to achieve the overall look and match the vanilla game's appearance?
doing that is a good solution, but it's not really the ideal way to achieve this because it can lead to crushed dynamic range and various other issues afaik
mhh yea but what would be the better solution here?
the game provides a color temperature, a color correction var (rgb), saturation and gamma offset
@stone sage maybe you can share magical knowledge that extends beyond my own
wait are you using the temperature member in the timecycle struct as color temperature? because that's actually weather temperature
it's not in any units in particular it just enables some effects if it's below some threshold
for games that clip, I tend to think that a high shoulder per channel tonemap looks good. Maybe something like hermite spline. Of course, this will desaturate highlights a bit more than the game normally does.
oh .. π
I thought its color temperature. I think I've set influence pretty low
or you could just do by luminance with a low-ish white clip
How are you handling raindrops? Normal Flipbook texture? Because the framerate for that looks like it's very low
ACES is an extremely bad fit for games that aren't built for it
noise and its dynamic all done inside the opaque shader
ACES is not in use
using the global tonemapper because that exposes a colorbalance
So it's a game specific modification or something that's being done by remix runtime itself since you said opaque shader. Animation needs some work but damn that's pretty impressive in it's own
done on the runtime side but with game input to tell the runtime where to apply it. The game controls the strength, scales and surfaces where it should be applied
You know, reshade is a very good choice here. Reshade has some very good and advanced color grading shaders, plus it has addon support now so you can connect your patches to your reshade shader instead of remix and grade things there.
The GTAIV RTX Remix Compatibility Mod is now publicly available at: https://github.com/xoxor4d/gta4-rtx
The latest release with an installer can be found here: https://github.com/xoxor4d/gta4-rtx/releases
Thanks to everyone for the support, the feedback, the contributions and the nice dialogs along the way! I hope the release works like it's supposed to π«£
The mod still isn't finished but in pretty good state I'd say. With that said, have fun everyone and I hope to see great remix mods for GTAIV in the future! π
congratulations and great work! amazing stuff
hey guys, is it normal I get 20-40 fps on High settings in GTA 4 RTX remix mod?
4K DLSS performance, RTX 4090
am I doing something wrong?
Which CPU
7700X
should I choose that different threading .bat file?
you know those little files
that play with how much cores/threads are used π€
because this does seem like a CPU limitation
it's all over the place
50-95 % GPU util.
You can try the other batch but it's unlikely to make a big difference. Around 40fps sounds right. Are those 20fps near vegetation per chance? Those kill performance at this moment
I just tried running the mod for few minutes... normal city gameplay, nothing special going on... 40 would be somewhat acceptable but below that I consider this mod unplayable... can the performance improve over time?
what I mean is can it be made better by patches, optimizations?
or this is just how it will run?
I got the same fps with a 14600k and a 5070ti so it seems to be a processor limitation since our cpus have similar performance but I'm no expert... it's just a guess
Try enabling frame generation and it will run at close to 60 fps
Even 3x works well on 4K
Stuttering
If you notice heavy stuttering, launch the game with the included _LaunchWithProcessorAffinity_2Cores_GTA4.bat
Doing this will assign 2 cores to GTA4 and the rest to Remix.
If you want a 50/50 split, use _LaunchWithProcessorAffinity_Half_GTA4__Half_Remix.bat
what if i choose to run it normal from the gtaiv.exe does the cores assign default again
getting 44 fps via bench mark at 800 x 600 res, not bad for a first public release
i'm getting 18fps π’
Congratulations on the mod release. I never thought this game would be compatible but here we are π

Amazing 
is there anyway to change the time of day ?
theres a cheat code phone number iirc, but for more control try libertys legacy trainer
that cheat code change weather
There is also trainers
Thanks guys π«‘
Easily amusing at the reflections just for a few seconds later the game drops to 4 FPS for abit and explodes into a crash lol.

Its going to be interesting to see what my FPS looks like with a 3090 and 5800x3d
my 3080 was crying for mercy lol
I'm running a 3070ti and a 5700x3d and I was running it pretty smoothly, I did have to turn RTX down to low/medium in some situations though
my 3060 mobile will go in melting point
Just to be sure, what game version was recommended? Pretty sure I read the latest is recommended which is likely the complete edition through R* launcher and not the old CD Retail until 1.0.8.0?
steam complete edition
Oh... so there is a difference between the two.
I am not sure if it will conflict with my existing retail installation on older patches but thank you.
Ah well just bought it on Steam, never had it there.
But for this I make an exception.
Great work from what I've seen so far, good job xoxor.
Guess that'll be fun to figure out.
Had it scan for existing installs but that accidentally started automatically updating my retail version, which I aborted, then that didn't launch until I patched that version back to 1.0.8.0 because R* changes the GTAIV.exe and that was no longer compatible.
Then I renamed the retail folder and R* launcher was stuck on uninstalling it for unknown reasons, renamed it back and made a backup copy and put it back on the original folder, it needed 10 minutes to magically uninstall nothing (by re-enabling automatic updates).
So now that is all fine again however the Steam version just refuses to launch no matter what, verified the files etc, it is a clean Steam installation which has it's own folder but just with RTX Remix files added to it.
The R* launcher account is already linked to the correct Steam account so that can't be it.
π€·ββοΈ
Is it normal for it to spend over 60 seconds on "compiling shaders" on first launch? Maybe I'm just spoiled but I feel like this isn't normal
just click retry
normal gta 4 sometimes doing same shit
oooor its skill issue
Nevermind, it had crashed in the background and Windows 11 in all its glory just let me sit there until I tried clicking and it was all "gta IV has stopped responding"
β₯οΈ
Wow, this looks amazing. Major props to you, xorxor
My singular complaint: I'm too spoiled by that one guy's RDR2 vegetation mod. The trees are so fucking ugly compared to what I'm used to. But I'm sure someone will make an RTX variant of that mod soon
it can also be that this is one of those games not playing well if you don't have it on your C:\ drive. π but I'll try to troubleshoot it. Retry won't work. Neither does verify, neither does admin etc.
If it helps, I'm running it off my H:\ drive
Well I got it to work in the end but with a "workaround" so I have to figure out why this is, kind of frustrating.
That R* launcher is sometimes so troublesome, even if the game was installed without RTX files it would error out and it does not tell you why.
Ignore the VRAM usage I have AI video upscale model running in the background simultaneously.
But so far this looks great. 
Shadows not reaching that very far is probably by design?
Well the sunshaft/shadow grating there up the road from the subway rails.
could be LODs on the grating
https://youtu.be/6MhV8nPfTMw?t=169
https://youtu.be/6MhV8nPfTMw?t=321
Hmm yeah not sure, I don't know if that is configurable, I know they changed shadow behaviors through patches and I believe they always said 1.0.4.0 did the best in that regard, it is just strange there's no light coming through at all, in the video timestamps with 1.0.4.0 and ENB you see it goes very far.
Not a biggie, was just wondering.
GTA IV iCEnhancer 4.0 ENB Series modification + ReShade RTGI ran on the Asus ROG Astral RTX 5090 OC 32GB Edition graphics card at 5120x2880 5K resolution.
The Astral RTX 5090 OC is overclocked extra high to ~3232Mhz at 1.060mv +287 offset with +3000 (17000Mhz) on VRAM.
You can download the new iCEnhancer 4.0 ENB Series modification here:
https...
GTA IV iCEnhancer 4.0 ENB Series modification + ReShade RTGI ran on the Asus ROG Astral RTX 5090 OC 32GB Edition graphics card at 5120x2880 5K resolution.
The Astral RTX 5090 OC is overclocked extra high to ~3232Mhz at 1.060mv +287 offset with +3000 (17000Mhz) on VRAM.
You can download the new iCEnhancer 4.0 ENB Series modification here:
https...
Not sure if the player is blocked. But example.
this is a bug in the texture
https://youtu.be/Hyq4l2e8srU just sharing it here.
I have no idea if this is an issue with patch differences (I used to play on 1.0.4.0 due to mod compatibility reasons) or a minor bug in this mod, but there's an ATM not far from the starting safe house where I would regularly go to rob people right after they withdrew money (You'd get like $500 minimum by killing them), that no one seems to be using. I've gone a bunch of times now.
GTA4 gonna be GTA4, even with the latest fusion fix and a clean install with no other mods you can still sometimes get a whiff of the taxi bug
What I'm saying is, there's always a chance the game is having a moment
unloved cockstar child
Can anyone tell me what's preventing the animation from being applied around "Times Square" area properly into remix. Most videos I'm seeing online showcasing this area are static
because all of those banners are propably animated with shaders
and xor made as much as possible of the game fixed function
Can those shaders be made functional again in future releases?
any native restoration attempt would be much better than bringing it back using remix tricks like flipbook emissives
i think that you would need to re do those animations through remix flipbook stuff
Oh okay
I think some of them are bink files and even rendering them via shaders is not enough to get them to look properly (because we are missing the pixelshader). That might be fixable with a runtime tweak tho .. will see
its just OUT.Uv = float2(dot(IN.Uv, globalAnimUv0), dot(IN.Uv, globalAnimUv1))
Strange texts of forgotten gods.
God damn it Bink
Pressed F on the wrong side of the car and killed Lance apparently
Ye
this will be gta 6 in 2005
holly fuck lois
More leaked GTA 6 pics
thanks god they're keep using euphoria
wew, video soon?
vehicles lose reflection in a matter of seconds on vce
but as you see here, they work before abruptly disappearing
glass will keep the reflections but the car bodies do not
Something feels wrong here. Like the timecyc.dat seems to be applied from base GTA 4 instead of VCNG, it's all gray or desaturated:/
Could you provide a link for said RDR2 mod ?
download dayl's natural timecycle its in the optionals folder
It's in DayL's discord server but here's the actual link to it I pulled out the server. It's not his timecyle mod. https://mega.nz/file/VMgAmRZD#NZzrkuPdLmKDK8hycfZrJdo3aHEhBYC6gCzmw8RC1Og
btw your game will become corrupted
with these trees
your save files i mean
do not autosave or manual save with them on if you care about it
dates dont fully work and crash the game
I took a look at it and it seems that most of them are made through shaders and some details use the hidden corona texture.
maybe animation can be added using sprite sheet in toolkit
yay good to see other rdna4 hardware performing well
Exactly, but I still think RTX Remix is ββpoorly optimized for AMDs in general. My card performed at a maximum of about 60-70% of its capacity in GTA 4. RTX Remix still has room for performance improvement.
well
Another detail: when my GPU is using 100% of its capacity, it consumes 180-200W of power.
it's open source, and if AMD cared they could contribute to the repository π
AMD Redstone is coming soon, but since I'm quite a novice in this area, I can't say if it will benefit games with RTX Remix...
you're cpu/engine bottlenecked
gta 4 is notoriously unoptimized and adding the remix bridge on top adds a lot of overhead
from what i have seen, it won't. Most of their upcoming features are dx12 only
you can see im completely gpu bottlenecked on my hardware
https://youtu.be/XbdBgwhOpq8
The mod is a work in progress and can be found here: https://www.patreon.com/xoxor4d
I made a fork of xoxor4d's dxvk-remix runtime and added my XeSS 2.1 pull request, game runs really good now. Driver crashed at the end of the video, which is common for RDNA 4 on Windows unfortunately.
Specs:
GPU: AMD Radeon RX 9070
CPU: AMD Ryzen 9 7950X3D
RAM:...
Now I'm curious, I'll test it using the same graphics settings to see how the FPS is.
Well, using the same settings as you with RT Ultra, I got an average of 20-15 FPS. I think the processor is really what's limiting me...
what is your CPU?
I think with a better processor I could get around 30 fps most of the time with some drops to 25 fps.
Ryzen 5 3600 6/12
okay so i just wanna give an example
i have a 5080 and 9950x3d, and i was still cpu bottlenecked a lot of the time
GTA 4 is cursed
I'm thinking of upgrading to AM5 with a Ryzen 7800x3d next year.
With this setup, I think the CPU bottleneck will disappear for a few years.
Is this using RTX remix?
yes
keep your visual settings in gta pretty low. the distance sliders mainly
it helps a lot
But with your configuration, can the CPU deliver at least 60 fps without a frame generator?
with the lower settings, sometimes. other times i drop down to mid 30s
Thank you once again π
Required some remix runtime sided modifications
so great
Did you try this mod?
Yes
what feels lacking to you in terms of post processing, like where can it be improved? because the one we have rn matches with the original game a lot, dull and desaturated
It does the color corrections with tone mapping disabled
So most highlights and reflections are horribly ugly
i do feel the final image looks a bit washed
It's genuinely impressive how bad it looks
Look at this shit
I haven't seen clipping this severe before
I like how after all these years it still says GTX 295.
Tried to use DSR but that seems to crash.
Wait, this floating phone is a feature now? π that is awesome.
jeez a 5090 using 600 watts that's insane given what's it doing
Yeah in interiors it gets more of a chance to do something.
My first ever self-bought gpu .. and it was dead on arrival

Waha. yeah PT is ungodly heavy
Oh I see what u replied to now, that was a great one at the time π
Never was able to have one.
write one then π
It's called reshade and it's free and you can connect to it using the addon system for dynamic effects
not if you use it for sane effects
Damn, Dual-GPU as the first self-bought GPU
Mine was a Radeon 9200SE 
Lol
That's a top tier use of that money tho
There are some really good post processing/color grading shaders
I got the 9200SE when I was 12 because I had to have something to play HL2, Far Cry and Doom 3 (although it ran Doom kinda terribly with weird 10 min long load times despite the game running ok)
I really think it's the way forward with color grading because you can connect to it using the addon system and change anything dynamically.
new timecycle for rtx remix by DayL
exactly i felt same
is this 1440p resolution and if yes, how did you manage to get it without breaking hud and aspect ratio?
raindrops on translucent materials
i don't really understand the question
i didn't have to do anything special
3440x1440
that resolution breaks at mine
Did you change resolution and restart the game? I get that issue and restart to fix it.
It happens to everyone and idk I donβt use one.
Yeah, fusion FX really needs to be adapted to this so rain is fixed.
To update for the few things that have been added since I first downloaded it, am I good to just copy-paste the new RTX remix folder and fusionfix stuff?
and then overwrite when prompted?
Did anyone tried to launch this on Macs? Iβve read that someone attempted to launch rtx remix for another game on Mac, but i donβt know was it successful or not.
Also, awhile back I posted about NPCs not using ATMs so I can rob them for extra money. I found the source: The version of fusionfix this comes with. If you go into the settings for Game, and turn off seasonal events, NPCs will now use the ATMs
Yes but when did you first download it? 1.0 is still the latest version. I have not yet made a new release
When it came public. I saw that the file size in the current release was different to what was in my PC's downloads folder
Oh yes I did a minor update on the original release to include a ram fix. If you downloaded yours earlier than that, simply get the new file and all you need to extract and replace is the .trex folder (that is within the comp. mod folder)
he just cant stop delivering
I think he's really aiming for authentic looks which is what many many appreciate and what I think made and will make this project stands out, because besides how technically inferior IV looks are, they are aesthetically and stylishly better, they convey the vibe in a fitting manner
IMO which is just an opinion, it still looks bad, the base is there it's just not it now. Waxy looks, diffuse gloss road reflections, ghosting, some timecyc feel missing or messed up, etc... And all of that just to Gameplay the Game in a worst performance, all this negativity aside this project is quite impressive technically and visually in comparison with other non nvidia backed ones, I think Xorxor already acknowledges these issues and I hope my criticism doesn't come out as arrogant but rather constructive for other people who blindly agree this the better replacement for vanilla.
It's definitely not 'there' yet
As it currently stands this acts more like a platform for the community to create a full fledged remix mod from
Xoxor's work is insane already, their work is singlehandedly making any of this possible
With GTA4 specifically however, artistic intent is very hard to follow through on when you try to lift the game into the modern era
Aside from the models and textures being quite hard to properly upscale, Gta4 also has extremely heavy-handed color grading(e.g different filters for base,LATD and BOGT)as well as multiple post processing effects that do not look right when you use pathtracing, but lend GTA4 it's specific style(e.g Bloom)
It's going to be a community undertaking to make a feature complete RTX overhaul, it's currently all still in early stages, but xoxor has made it possible for it to happen
holly fuck
what is this π
DayL's Natural Timecycle mod and set of tweaks for the RTX Remix compatibility options. Made for the fusion fix fork (allows modloading via "update" folder)
takes one to know one
Does Project 2DFX work with the remix mod?
iirc the version of fusionfix its using has p2dfx merged
ah ok
rip new driver crashing IV
nvm. very much somehow worked itself out the next day.
can u show how the game does look in night?
I forwarded the mall image from fizzora, the mall is getting lighting fixes by them
That's with DNT for RTX
That's looks good
i see
https://www.nexusmods.com/gta4/mods/858?tab=images anyone seen this yet? Should work with this RTX Remix modification. π
Though a friend complained it has chrome paint for police cars instead of white paint but I didn't try it.
Or taxi yellow into chrome gold
Metallic values are applied globally instead of a select few car surfaces
Those cars should be glossy not metallic
There one for rtx version made by @bold dome
This is the rtx version
Already fix the cars
Put some dirt in the road
update soon
π
comment section seems a lil wild good luck.
Try to make the surface where the tires usually go over slightly (very slightly) reflective due to the wear on the road
Matching the color pallete is essential if you want a 1:1 recreation
Maybe this can help someone π https://fixupx.com/wildmindai/status/1998737210741248210
ComfyUI-Chord by Ubisoft: A generate-and-estimate PBR material framework;
οΈοΈ- robust on both generated textures & real photos;
οΈοΈ- image-to-material
οΈοΈgithub.com/ubisoft/ComfyUI-Chord
you need to be a veritfied researcher in order to download this
Make an account and accept the terms
that's not how it works
that's how it worked for me lol
i guess i'm simply not verified enough
besides, its not like you can legally use any of the images it generates anyway.
That is in fact how it works
You can. Ai generated material is not subject to copyright. You simply can't claim it as your own creation.
how tf would they know anyway
Because ai generated material looks like dogshit and can be easily seen?
yh but how would they know it's using their ai
i could say i used another one and they can't know for sure
that's what i meant
https://www.youtube.com/watch?v=LMxeQHL0ioE
@twin mason @bold dome he's used the graphical mods you posted with RTX Remix compatibility mod by xoxor4d for this video.
Though I am not sure if DayL's Natural Timecycle is the same as the DNT version posted or what exactly this is.
#gta #gta4 #gtaiv
Mods used: RTX Remix by xoxor4d
Grand Theft Auto 4 RTX Remix Path Tracing - 4K Textures Warcaco Graphics mod
DayL's Natural Timecycle
Music: https://ocremix.org/remix/OCR01480 Super Street Fighter II Turbo "Flying Heaven"
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But all I can say he appreciated the coloring rework.
are u sure u in right thread

β₯οΈ
Side note the clips in the editor are smoother than recording it natively so you can just hide the hud and record it with shadowplay.
Really cool
@bold dome any upcoming updates on your texture mod? was thinking to start the game but maybe wait for more
also ... anyone getting this?
Steam complete edition, only installed RTX Remix, accepted Fusion Fix rtx version, and DirectX
run in windowed mode
probably tomorrow
I didnβt try without, but using the texture pack, during cutscenes camera cuts there is a lot of textures popping, anything can be done to improve this?
Will the update include any trees? I was gonna try and convert a preexisting texture mod to rtx remix to get trees more up to the standard the rest of the game looks now but I won't if you're already on it - you've demonstrated more skill with textures than me
Someone will need to actually re-model the trees including the leafs so that they no longer use alpha testing - to improve performance
@silent topaz
Mmhmm π
Holy shit it's BisonSales π«‘
Wrapping up 2025 strong with some current and upcoming developments ranging from the Dreamcast all the way up to the PS4! We discuss the latest developments with the upcoming hard drive based Xbox 360 softmod, as well as give a ton of love to the Dreamcast with some impossible port builders and even modern software such as GIMP supporting the Dr...
made it into this video
Heh I had a bit of a strange bug where the hud etc. was only taking like 1/4th of the screen (top left)
Worked after a restart though. But GTA IV I think had more weird bugs with resolutions.
I couldn't even open the RTX Remix menu and the F4 menu from the compatibility mod was also tiny and glitched out in the corner. π
Some creators have their projects in their own communities you need to look for. There are some.
Yea you need to restart the game after changing the resolution
That is the strange part, it was pre-configured in the commandline. π but I only newly copied the new 1.2.0 version from 1.0.0
What was preconfigured? And do you mean the txt file or in steam?
commandline.txt yeah the -width and -height parameters including refreshrate.
I have it normally like this:
-noprecache -nomemrestrict -availablevidmem 32768 -norestrictions -fullspecaudio -forcehighqualitymirrors -noBlockOnLostFocus -d3dmt -width 2560 -height 1440 -refreshrate 165
I recommend setting the res in the gamesettings toml in the rtx comp folder
That way it's actually forced
With the commandline I still get the game booting at 800x600 randomly and then the HUD is broken when I fix the res
Hmm okay I didn't know about this
The game has some issues with 800x600 often if you have set it fullscreen but minimize when you load the intro for the longest time I remember
π lets see if hes as offended as dayl i guess
has someone gone to the statue of happiness with the rtx remix mod yet?
What would cause the car paint to go matte? The vice city conversion sort of works, lots of vegetation issues but swapping the palm trees helped. The plants transparency shows up on a few
the grass here also bugging
https://m.youtube.com/shorts/jdkpORYn2H4 heh why are people like that, someone in the comments is arguing that this is cubemaps π
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Bro learned the word "cube map" once and thinks he's the Einstein of Graphics
Looks great.
Side note, both on 1.1.2 and 1.1.3 I seem to not to be able to open the rtx remix menu though I do see frametime spikes when I hit the button. Looks like I need to minimize and re-open the game for it to show up.
But yes I have set my native resolution in the .toml file this time around.
Not a biggie but figured sharing.
I did notice that as well and it likely stems from one of my runtime changes. Will look into that
This spot also seems extremely heavy with the trees. Already on 3x MFG.
Not sure if that is the leaves thing spoken about before.
Yep these need proper replacement to not suck up so much perf.
Gotcha π
I have no idea why, but I updated to 1.1.3 and now, if I'm above a certain speed and try to change the radio station, instead Niko jumps out of the car
I reset the controls and, despite not having made any custom mappings, it works fine now apparently
Nevermind the problem came back when I relaunched the game. I have no idea why.
Gonna do a fresh install; maybe there's something conflicting between it and warcaco's RTX mod
I have no idea what happened, but simply reinstalling the RTX mods fixed the issue
There is a wiki on the GitHub page with troubleshooting that should help
Out
this is the funniest mod i think ive ever downloaded 
crazy that the game does not crash
why it should?
Lmao did you get a vehicle.dat or something with 99999 speed. 
I don't fully recall which file
handling.dat
Ah yea, I guess later patches moved the files or something they're no longer in common/data like in for example 1.0.4.0 and maybe still in 1.0.7.0. Been a while.
IV multiplayer used to be hella warfare with trainers and file modifications just all out there to crash ones game.
People ultimately ended up modifying vehicle.dat for cars to be registered as a boat type so they spawned without wheels and the entire lobby would CTD. Some objects caused the same problem when aimed at ADS.
Their protection system for separating modders also didn't work very well, they originally designed that once they detected scripts the modders would only see lobbies with modders but because the system was hash-protected with CRC32 people just modified and bruteforced the CRC32 hashes back into the files to look legitimate, or inject asi as .dll because it would detect .dll on gameload but not on inject. π
Great work π
Iceleglace would be proud
ice hated working on gta4 modding and hated the community lol, ig he had his reasons tho
I can get behind hating communities around rstar's games
I guess these windows still need some love in Remix. Can't look through them.
Someone has to go through and modify all the needed textures and meshes for that reflective goodness
they are doing it its called liberty remix project and they are reworking many assets starting from outside streets and working inwards.
Is there any discord to see the progress?
there is a showcase thread for said project on the above mentioned server
Actually, I cant see where is the message coming from, only shows up as forwarded
mhh weird: https://discord.gg/FMnfhpfZy9
Awesome. 
Technically it wasn't my find but BenBuja's but I forwarded it. π
Was going to ask if anybody else was seeing slowed down download speeds but seems to have fixed itself.
Even in download manager the last few MB slowed down to 70KB/s but in browser it kept abruptly slowing down halfway.
I had the same issue
Also, my filemanager warned that this path exceeded 259 characters, I don't know if that could be a potential issue for the game if certain files end up being in longer paths.
Had to use a VPN to speed things up 
Maybe github load balance or something then
What's cool is that I just connected to a German VPN and it worked fine there
Didnt even have to connect to another country
Wanted to forward this to the Compatibility Mod Discord to get around the size limits but Discord was like "hell nah
"
Showcasing remaded assets for LibertyRemix Mod for gta 4, all work on props done by me, using substance painter and blender
Mostly Im using irl references then game ref, but trying to keep original look as much as I can
Sorry for the spam, theres no option to create branches in projects channels
wanna eat that barrel
eat it
this is some hl2rtx quality stuff holy shit you cooked so hard
Why not steal from hl2rtx
thanks man!
lol
Got DAMN
bro's working on gta 4 when he should work on gta 6
Do you plan on still having a remaster of the half rusted barrel, feel like it looks a lot more gruff and real compared to the current remaster
I might decrease rust level on the final result, will see
Is anyone else having severe artifacting with rain whenever the new RTX rain effect is enabled in the comp mod?
I tried alt-tabbing and launching OBS to record just a bit to show what I meant but the game crashed when I alt-tabbed back
I was able to get a quick recording done
Converted it incase people don't want to download.
Have not yet encountered this myself but I have not been much in the rain.
Ty. I dunno why it didn't just automatically work like that (I don't normally upload videos to discord)
mkv can't embed
But over in the other Discord other people have reported this issue too
Is this on 1.1.5?
Side note, this game used to have a lot of crashing issues when alt tabbing and fullscreen.
This was notoriously bad in singleplayer mode, but less in multiplayer for some reason.
For singleplayer might be better off having -windowed along with -noBlockOnLostFocus flags in commandline.txt and set the resolution in rtx_comp/game_settings.toml file.
Cursor may not show immediately but if you alt tab out and try to click somewhere outside the game it should popup
Reflections in the distance from the rain on the road (1.1.5) do look a bit much haha, it kinda turned into a mirror.
Overall very impressed with the new 1.1.5 build π 
Lightning flashes do seem to cause some temporary figures over the screen.
Oh the shadows reach far further now too, awesome.
Having too much fun, I should sleep. 
Trying (well AI is trying) to get mouse and keyboard input to work with reshade .. keyboard already works and mouse is semi broken
Think this game is kinda hell when it comes to how it handles cursors anyway, also never properly traps your mouse inside the game window when in windowed mode because I see cursor swipe to second monitor moving camera.
There is some .asi add-on that is supposed to fix that but I actually haven't properly checked.
the comp mod should lock the cursor to the game window
Oh yeah now you mention it I don't think I noticed issues with comp mod, just vanilla. so that's nice.
guys, do these texture mods work with RTX remix?
Links to ALL MODS are below π
π¦Support my work here: https://www.patreon.com/intergta
Mods:
Fusion Fix: https://fusionfix.io/iv
Xbox Rain Droplets: https://github.com/ThirteenAG/XboxRainDroplets/releases/tag/gtaiv
Various Fixes: https://gtaforums.com/topic/975211-various-fixes/
Higher Resolution Vehicle Pack 2.1: https://www.nexusmods.com...
like this one
You could port them but they're mostly using AI and the team remastering the game rn is insanely good and don't need ai
so yes
but do it
i'm just asking if it will work and not crash/explode π
or just mod the game but it'll prob break cuz too much memory used
GTA 4 is a mess sooooo
either port them to remix
or try and mod the game
i can't guarantee that it'll work tho
since the comp mod might break cuz u modified the game
ok well in the worst case I will reinstall the game π€·ββοΈ thanks
I donβt think iv vehicle pack uses much if any ai at all
might be misremembering?
the mod creator told me
somewhere in the xoxor discord
it's not ONLY ai
he worked on them
but it's ai upscaling
he upscaled with AI then reworked them
iirc
Bunch of new stuffπ + new type of comparison
These feel faithful and properly remastered 
This is beautiful, you all do some outstanding work. 
Thanks guysπ
They look very nice. What's the usage license for these new models? Is it under MIT License or are there some restrictions? Can we use them on another projects by giving you credit or not?
better be cc or completely copyrighted
Video gamer sees a barrel
Lies
Some AI was used with corrections
But a lot of it is remade from sources from other Rockstar Games or outright remade
yeah i crrected myself after, ik u worked on them but used upscaling
or smth like that
there's ai somewhere
idr where exactly
I mean you could say AI was used on all of them since I ran everything through a DXT decompression AI to get rid of compression artifacts so I could edit them without worrying but that's not what most people think when AI is mentioned
Probably CC or fully copyrighted yeah
For what purposes you personally need them tho?
I just got curious because mostly modders don't put any license to their mods. I am paying attention to these kind of things because I don't want to accused of stealing if I happen to use them on another project etc. etc. these kind of reasons you know
What, a lot of modders put license on their mods especially on their models and textures. We can just make a deal, if I find your project interesting or anyone else who found my models good and want to use them, just credit me
I will say that as someone who's been in the skyrim modding scene for nearly a decade, your behavior with your mod assets is most certainly better than most and GordonGameman is right to worry. I've seen so much drama regarding accusations of stolen assets, mod authors who abandoned mods who only come back to throw a bitch fit becuase years later someone made a bug-fix patch or a patch to work on AE; etc
I've made like 2 skyrim mods, and both are cheat mods that add things like "Unrelenting force as a spell but I changed the script value to 69420 and it plays the Soul Tear Rii sound on cast, Sparks but the magicka cost is 0/second and the damage 999/second base, and an amulet with regen health magicka and stamina 999999%" and my philosophy is that all mods should be free with an optional support/donation system, but also I'm well aware that people with far more skill than me are making mods and are going to have a very "DONT TOUCH MUH SHIT" philosophy
not often that I play at native res due to development but man .. π«£ π
Done a hell of a job improving it, looks awesome.
it just real life photos with ultrawide camera
i would never buy a high end gpu due to the burning issue that is happening across 70 percent of devices
Geschichten aus dem Paulanergarten
70?!
You must be living on the surface of the sun or something
cool
but ahh
who cares and who asked
North Koreans playing rtx remix with supreme leader
Where did you hear that from bro? My 4090 still alive and well eith no burnt cables. What made you believe that 70% was the number? You're hella crazy
He's probably lying to lie
Mr.X syndrome
I've had my 4090 for two years and not a single issue
i don't believe you bro
I had my 4090 for 3 years work fine, then used the same cable for my 5090 that still works fine
I wouldnt be able to afford replacements, you can believe me since im typing to you from said pc rn
https://youtube.com/shorts/a7IzHWmXPc4 Getting random YT shorts of GTA 4 that just casually are RTX now π
If you're feeling generous and want to support me: https://buymeacoffee.com/benbuja Anything is appreciated!
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Ben Buja isn't random
3 years of running the 666w bios daily through My 4090. not a single issue.
Awesome, great work
going to check out 1.1.7! 
I should update eventually.
hi, im trying to run the game but i keep getting this error, i saw others had the same issue and one person said updating their nvidia driver fixed it, but mine is already fully updated so im not sure what to do
There is a new release, try that one.
A bug needed to be fixed.
thats the one i already installed "GTAIV-Remix-CompatibilityMod-1.1.7.zip" :((
Yes, branch was updated ~37 minutes ago under 1.1.7
you can redownload same version
oh tysm ill check it out
The lights are peak in Remix. π
car looks like it has some kind of an eyeliner
God Rockstar works in mysterious ways. I updated to 1.1.7, and my mouse sensitivity went up way too high. I went into the settings and it showed as all the way at the lowest (????), but putting it up at the highest and then lowering it back down to where I like it fixed it. I've got no freakin' clue what, how, or why, but it bore reporting just in case someone else had this Magical Mystery Issue (edited because a joke didn't really translate well to text)
I just remembered you can spawn dynamic objects with SNT, explosive barrels in remix. 
Barrel of love fist
@smoky flame see what these guys are doing
#1116089843479498782 message
Converting game textures to be remix compatible
good stuff! Is this at runtime?
nope, the binary module is generating them
I think I'm able to differentiate when the game is trying to set a normal map so I might be able to do something similar. How is it matching the texture to the material hash (that is yet to be calculated on remix' side) to create a proper usda override tho?
I implemented a system on the gmod-side to compute texture hashes that match remix
had to hook into d3d9 iirc
Oh you implemented that into the api g_remix->dxvk_GetTextureHash(p2DTexture);
mhh will see if I can make that work through the bridge .. or I may replicate all of the code on my end
It would be so good if it will work on gta 4π
Make it make sense (on demand is off)
Twenty THOUSAND?!
have not done any testing myself tbh .. mostly cpu bottlenecked anyway
uh whatever comes with remix π
I mean what dlss mode?
quality I think
U should try native res then if ur cpu bottlenecked
Itβs so much clearer and stable compared to quality
I'd rather save some wattage because I'm not even playing most of the time π
You're not running native in GTA 4 unless it's like 1080p
Having all the texture maps from the game would be sick
Even with mods that try fix it?
Fix what? It's really intensive
Like base gta 4?
I think .. yea I managed to pipe that through the bridge
[21:48:06.544] info: [RemixApi_GetTextureHash] Server-side texture pointer: 0x0000025C9B5F3740
[21:48:06.544] info: [RemixApi_GetTextureHash] Successfully got hash: 0x15DDAE9201DE0A3F
Make sure you configure your native resolution in rtx_comp\comp_settings.toml file to avoid weird quirks like this with UI.
lmfao these captures get me every time
Now only if we could also convert specular/gloss to rough/metal maps somehow
Are normal maps converted on the fly?
a rough estimation shouldnt be that hard
nah I'll have to fly through the map to gather and dump all the textures
I'll then generate a usda with overrides
Ah
This will take a while. Especially if the comp mod just plugs in base game's material sets
Looks like they pack 3 spec maps into one texture
I've seen this format somewhere in frostbite too. There it's referred to as _WO in it's texture
It looks very similar
Wait...does that mean one spec texture is having each of its 3 channels used for 3 different textures?
correct
well you'd normally pack other data of the same material into a single texture but not textures of other materials π
Keeping track of that sounds like a pain
float4 specMap = tex2D(SpecSampler, texCoord);
specIntensity *= dot(specMap.xyz, specMapIntMask.xyz);
specPower *= specMap.w;
Would have to also track the specMapIntMask to figure out what channel to use for the material .. I guess
Maybe it's the same material but to give more UV space by splitting the UV island distribution into 3 separate channels to avoid compression maybe. I'm just spitballing atp π
no idea
I get the remix hash for the color texture and dump the normal texture used for the same drawcall
Post three channels from the same texture
it is the same texture mate
Ha! These sets aren't even closely related lmao
This is some peak optimization
insanity
analog horror be like
Rockstar were wilding on this one
imagine trying to optimise open world game to 512mb of ram
or 256 ram 256 vram in case of shitstation3
every megabyte counts
GTA 5 must be an even greater challenge for R*
Hell yes
Peak dropped
I actually prefer this way more over ai generated PBR materials
It's the pathtracing itself that looks so nice
Is it only picking up the normal maps?
I'm working on logic to also get the correct spec maps but some hold 3 different specmaps in one texture (one in each channel) and I'm having trouble getting the right channel for the current material
When extracting textures, can you also find out the shader params?
specMapIntMask tells you which channel to choose
I'm reading the consts yea but I had some trouble with it. Seems like I fixed that just now
Okay. are you also checking if it has height maps?
I don't think height maps were present back then
which shader uses heightmaps?
oh well I guess gta_parallax_specmap
Everything with "pharallax" in the name, the heightmap is in the alpha channel.
of the normal?
of the normal map
You'd be surprised. 
Damn. Interesting
I could not find any info about GTA 4 using height maps online
Weird
Kinda feels like POM but different I guess?
Looks really cool, could bring the game to a whole new life like level
They use POM, height maps is what the texture is called.
There are also normal maps that look like this; what was on the R channel is now on the alpha channel.
what shader is using these?
There's no specific shader, this one is being used by gta_normal_spec
and whats in the r channel then?
R and B are just black
uh .. what kind of normalmap is that π
green map
stole from my brain
He said that what's on the r channel is stored in alpha
why would you ever do this tho
B would probably be calculated in-shader.
Most commonly, unity does it where the green channel is omitted and then recalculated during runtime in-shader. Helps save memory at the cost of minimal shader perf
As for why it's in alpha? Only lord and rstar devs can tell
Maybe a console based quirk left behind
Nice!
some "normalmaps" actually look like bumpmaps??
yeah π
is there any constant that declares when its a bump or a normalmap? π
Something something iirc more precision for the alpha channel in some bc formats
Vanilla dmc4 also stores red in alpha
From what I can see, nothing
If a material has no roughness, do you assign it a default value?
Yea .. I have it at 0.8 currently I think
good enough for a roughness map right
I do have a slider to adjust brightness
This is specmap inverted yeah?
You could also automate materials that have SSS π€
This game has a shadow map too π
below 3 seconds if I'd chain everything automatically
I've just gathered 3k+ textures and converted them to octa normal maps and made roughness from specular maps in around 2 minutes
yey
Are you going to release a version with that tool or will you upload the texture pack that was generated?
both probably
mhh π
There should be an option to darken roughness, to give a more refined control/balance
Go to this part, to see what it looks like.
Tomorrow
What is the status with the performance? Are there any improvements? I saw some time ago that there were problems because of trees
Question, how much of the game is remixed?
Depends on your definition of remixed
I'm playing through the game actively, while updating the RTX remix whenever I see it's been updated, and the game is very playable - The only thing that might be a problem is the phone, which is basically impossible to read the overwhelming majority of the time. Nonetheless, most textures have not been remade. @bold dome made a mod that remade a bunch to mostly excellent results (it's on Nexusmods), and there's a group in another discord server that's attempting to do ALL, but as far as I know they haven't released anything yet
Did you do clean install on the latest version? It fixed the phone.
Itβs apparently only fixed on that theme .. have not looked at the non-themed version yet
Ah okay that would explain that if on a new save then.
I mean, how many textures and models have been changed
Has anyone managed to finish the game with the remix yet?
At least one person in the RTX Comp Discord did
@earnest kernel for the answer I'm currently debating with myself if I should start playing with remix now or wait on till the GTA 6 pre-orders go online at some point
Right now I'd probably wait what xoxor is cooking up with the PBR materials
That should increase graphical quality a good bit
also how well does the remix version work with mods?
specifically these. the Actual Complete Edition by Claude_III The Complete Liberty City (IV + EFLC Map Mix) by ElYisusKing GTA IV and EFLC - Characters Fixes by TheYoshiPunch
video with the mods and what they do plus links https://www.youtube.com/watch?v=0zozySRiHQc&list=FLr-5sPs6QX9I5R_Ni_IcOjA
β How to Downgrade GTA 4? Watch this video: https://youtu.be/2YnhC7gSUD8
Modding GTA IV with EFLC Content
Welcome to a GTA 4 Mods video! π½! In this video, I will showcase a few mods to make GTA 4 have the missing content from EFLC - such as the DLC weapons, cars, character fixes, etc.! π If you enjoyed it, hit that thumbs-up button! Al...
Mods that require downgrading the game are a no-no.
hmmm none of these mods require downgrade I think? anyway I'm already having problems with one of them I'm gonna ask the developer if it's something that can be fixed
https://gtaforums.com/topic/967792-grand-theft-auto-iv-the-actual-complete-edition/#comments this is the mod I'm having issues with just in case anyone want to help me. it makes the game ctd
I had this ambitious idea of combining content of each game to each other since 2016 except I wasn't really experienced enough back then and had crashes any file I changed..... I began working on this project after getting experienced late 2017 and had breaks from time to time till more tools wer...
I think that adding mods to rtx remix with fusion fix that are for complete edition patch may not work out. Maybe play the game with your mod list and then try to make it launch on rtx remix. You would need to use the fusionfix fork
I'm excited there is an update looks very gooood
Quite a few rocks on the path to autoconverting textures without tons of duplicates ..
Damn game constantly reusing existing texture objects really is a pain
Sounds like they done a lot of tricks to keep memory utilization low for the era.
I really wonder how V would do in this instance.
The worst part is that many vary in quality because some are like a just a texture, and others are in a channel of textures that can be of different sizes.
It took me a while to see which one looked better, when I was making my mod.
What's the name of you mod?
I haven't published it yet, and seeing as there's already a tool to generate the materials, I think I'll wait and make some modifications when it comes out.
mhhh yeaa ..
Just Rage engine things
Man this endeavor is painful - and consumes a large amount of tokens π
That's what you get for paying per token

Enjoy your $15 /m tokens
well whats the alternative
20/100 dollars of claude
I paid for the 100 subscription two weeks ago and have used millions and millions of tokens
It also has a native extension for vs code
Not to mention that 4.5 opus is violently good at coding
Should keep these 'easter eggs' 
opencode and antigravity
you have a 5090... or at least that's what i recall
I don't think that I can fully fix the autoconversion tbh. Getting the hash via api isn't reliable if the game is constantly overwriting d3d textures with new data. (using UpdateTexture)
I intercept and get the hash after all textures were updated on the game side. But the actual hashing on remix' side happens at a later time. The hash that I'm grabbing from the api by the time the texture was updated on the game side can/will be outdated.
I'm hashing textures on my end which seems to be a good way to track textures but as soon as the dxvk hash comes in, it all gets messy. Cant check for "updated" dxvk hashes when generating the usda because most of the textures will no longer be in memory.
Tried replicating the dxvk hashing on my end but that's not possible ...
So current use cases (only thoughts)
-
a material gathering tool with NO ability to automatically write usda overrides
- but could be used by someone to create overrides manually (manually getting the hash and find the right dumped material)
-
per snapshot usda generation
- take snapshots with correct hashes without moving through the world to ensure hashes are valid
- would generate a bunch of usda's
- would need an external tool to merge the usda's
OR
somehow send additional data to remix so it knows associated normal and specular textures and dump and generate usda files from within remix 
Can't you update the same USA each time?
no because that would invalidate the ones written before because the game might have updated the textures and thus the hash changes - but hash the changes after I get the "latest" hash via the api .. so that creates lots of conflicts
Trying to do it via the runtime now, so I send additional data about textures to remix via the api and use it when the hash is updated and everything is ready to be used
Should have done that via the runtime from the get-go 
It dumps textures where additional category data is available. That data can be provided via the remix api:
// typedef enum remixapi_dxvk_TextureCategory {
// REMIXAPI_DXVK_TEXTURE_CATEGORY_UNKNOWN = 0,
// REMIXAPI_DXVK_TEXTURE_CATEGORY_COLORMAP = 1,
// REMIXAPI_DXVK_TEXTURE_CATEGORY_NORMAL = 2,
// REMIXAPI_DXVK_TEXTURE_CATEGORY_SPECULAR = 3,
// REMIXAPI_DXVK_TEXTURE_CATEGORY_HEIGHT = 4
// } remixapi_dxvk_TextureCategory;
bridge.dxvk_SetTextureCategory(
texture,
category,
texture_slot,
category == REMIXAPI_DXVK_TEXTURE_CATEGORY_SPECULAR ? spec_channel_index : -1,
std::string(ctx.info.shader_name).c_str(),
tex_name.c_str()
);
Remix can automatically create the usda with overrides, expecting all converted textures in a single folder.
Specular textures can hold multiple specular maps (one in each channel), it names specular textures accordingly. I have a few py scripts that automatically extract the correct channels and also create a rudimentary roughness map from the speculars.
Yea they use a heightmap in the og game. Parallax isnt used that much in gtaiv tho
Always bet on xoxor 
(c) for the idea @shell thistle and @livid valley π₯³
do you plan on updating it once they figure out how to fix the file size and vram issue
I'm not sure what that means
with how the autopbr mod works it has to copy over each texture into a mod remix can understand, which will increase file size and vram consumption
Well .. obviously but that is the case for every remix mod .. so that's not really an issue?
Also, these textures will only be in use until proper ones are in place. These "placeholders" wont be loaded afterwards
Another thing is that I actually prevent the og game from loading normal and specularmaps because remix itself has no use for them. So I actually should end up with 1:1 vram
π you're all wizards.
Check the bullet hole decals to see how good the pom looks 
had to do some cleanup first and I did not shoot anything in the prior run so I have not captured these. Will do a larger run in a few minutes and will try to include them π
lets see ...
Did it work
dunno yet have to convert a bunch of dds files first. My texture association json is 16mb D:
Erm. Erm. Runtime conversion
nope using external tools for that because I'm more flexible with that. Using NVTT batch and py scripts
okay almost 18k normal and spec maps
Man. It's possible to get 4k textures from rogue trooper redux back into the regular rogue trooper but the game is juuust a little unstable. By a little I mean the fucking remix menu won't open. I even made a working script to convert shi
The recent update which got rid of most of the shaking vertex issues is so good
Okay first safehouse is good
Not bad
this reminds me of something else
Wrinkly cars
MY BALLS
aah
--------------------------------------------------------------------------------
Material: mat_3F6C008F32FE3D33
--------------------------------------------------------------------------------
Colormap Hash: 0x3F6C008F32FE3D33
Shader: common:/shaders/win32_30_atidx10/gta_vehicle_paint2.fxc
Textures:
Colormap: vehicle_generic_smallspecmap
Normal: feltzer_roof_normal (0x9EB134690B5641E5, 256x256)
Specular: vehicle_generic_alloy_silver_spec (0x55252897F7BAF32D, 256x256, specChannelIndex=0 [R]) -> roughness
much better
Guh
windows π
The reflections of the lights on the floor on the car 
Huh
Are the transparencies on the bus stop also reflecting now?
yea but I did that manually like 1 or 2 updates ago
Ah
normalmaps seem to be pretty low intensity since the shaders use a bumpiness shader constant to scale the intensity. Might have to read that value and avarage it out over all encounters or something
I mean that per material
but the game could do that per mesh and not per material thats why I meant averaging them
Weird

Welp. That's another feature request from burrito handled
definitely a killer feature for a compat mod
Now if only he implements reshade for color grading so that remix can do tonemapping
The clipped brights make me want to pull my hair out
β¨ modified renodx
Tried - broken mouse input is a dealbreaker. Not being able to ship reshade files (license + well, there is no reshade file for vulkan) is another dealbreaker. I'd rather have something integrated into remix
It's too peak, barely able to handle it
Guh
What is the current size of what you have converted?
roughly 1.6gb
spawned every char, every car and flew close to every street. Still need to do cutscenes tho
You should see what the bowling lane looks like
#1412450145051869316 message
All this is absolutely crazy, what a wonderful achievement.
this looks like the global tonemapper instead of local
π
could integrate the tonemapping and colorgrading stuff from RenoDX
RenoDX is MIT licensed
hermite spline + blowout looks nice
the frostbite displaymapper is also nice
why your police car is white? mine looks like its chrome. fresh install
Waraco textures?
yes i have waraco textures. right
Thatβs your βissueβ then

ai generated bullshit
Ai gen is closely resembling pbr making from albedo
It is really tough task to do it properly
Im using quixel to do some mixing albedo made pbrs + painting onto it by hand stuff on layers and then adding some materials on diffrent places of material
This work with everything but characters
Characters need specific retouches
Yea
Mostly with how their clothing material is, Micro-Details are important
The hand and faces is where i have no prior experience so can't say on that
π«£
Once i found skin normal map and forced it on hands and it was disgusting xD
On face too
The worst is that most of those old games has one texture for full body
I love making bricks
Tho
XD
And windows

Why is it wrinkly sack
Didn't know cars formed wrinkles, any creme to fix that?
He was in the bath too long
Elite ball knowledge
Nutaxi
Special K might be able to load the .dll as a plugin
Yes I know but there is no "injected file" used for vulkan. It works by registering a handle - anyhow, I cant ship it as one complete package and would need to request users to install reshade manually. You can imagine the amount of why working not mod questions.
I've actually fiddled with the bridge to create a secondary "proxy" window to forward input to reshade and it was kinda working. But its not worth the hassle
Oh I was just filling in the person who suggested specialk
a lot of reshade effects could probably just be straight ported to remix anyways (if the license allows that)
not a huge deal that reshade doesn't work
if specialk does work I might know a guy
lol
I mean pmnox
this guy
Nice thats juiced up
I know better than to pester Kal about this sort of thing
curious to see how this works on linux
would be nice to have anti lag 2 on remix
no idea lol
special k not letting rtx remix load
After five years on the East Coast, it was time to update.
Download Free:
PC Settings:
Ryzen 5700x
RTX 3060TI
32gb RAM DDR4
Are you working with xoxor4d on this?
unreal engine shadown bias settings lol
Some gameplay footage from the current version of the RTX Remix Compatibility Mod by #xoxor4d including the recently released AutoPBR mod that utilizes the games original materials to add PBR materials to the game.
The addition of PBR materials makes the game look much less flat and is a big upgrade to the visuals in my opinion.
Get it here:
...
Looked into the sk discord and rtx remix was mentioned a few times, here's GTA IV too
something about the material used here on the building (and i guess on a lot of other buildings) feels weird. like it does not look correct
maybe something to do with normal maps?
iirc these are the og normalmaps
Very weird. The script should convert it to octahedral format
maybe he mean that's original normals from game(already converted)
What is the possibility we can get a compatibility mod for LA Noire?
Anything between 0 to 100 π
L.A Noire looks good with remix π
Tried it
Are these possible to be auto generated or would it require manual tweaking for every texture in the game?
you need a height map for the POM to work
Those are definitely manual
You can automate with AI but don't expect it to be as high quality as this
PBR fusion does a pretty good job at generating height maps
https://discord.com/channels/1028444667789967381/1345238171549700116
Love how this looks.
By the way @smoky flame updated it to a new version with optionally AutoPBR 
hmm
restart
ok π
not sure what's causing this (the grates become less alpha as they get further away)
because these are alpha tested textures really expensive so it seems there is some kind of hard cutoff in remix
afaik happens in the original game
not remix issue
Maybe increasing texture filtering quality in the Nvidia driver helps?
What if this is some kind of lod ?
tried to increase detail / view distance but it didn't really affect it. also tried to amp up the anistropic filtering, also not much
i get the feeling i remember something like that. so yeah. maybe it can be modded, but my gta 4 modding knowledge is on the negatives lol
perhaps getting rid of lower mipmaps for that texture. but that's probably going to mess with performance a fair bit, or perhaps making the lower mipmaps tend to transparency rather than opacity
Absolutely fire updates.

These new trees and bushes don't use alpha textures for their leaves right? Might actually improve performance if so
Gtapunk π
Oh. My. GAWD. How did you get it looking like that? That's so fucken sick! Please tell me this is something you've publically released - my setup with your RTX mod from Nexus, the AutoPBR, and the mini Remix mod on top of the remix comp mod from Xoxor looks NOTHING like this (still looks amazing and props to everyone who worked on those mods)
I just change some settings in the f4 menu and tonemapping
Will share soon
I do have a question with my RTX 3080 can i run it? π
One way to find out
I get around 30fps at 1080p dlss performance and then use lossless scaling π«
Toaster Mode
You can run DLSS on GTA4? π



