#Remix Plus - Extra features & API support for Modern Games

1 messages ยท Page 2 of 1

heavy cradle
#

alright

#

since I'm already redoing all the tonemapping stuff I might as well do gt7 too ig

opal rain
#

have you found what's wrong with Lottes by chance

heavy cradle
#

it defaults to 2.0 contrast

#

I lowered it to 1.2

opal rain
#

okay

#

and fwiw i think i'd prefer this

heavy cradle
#

less code and with so reno magic it'll look pretty decent

#

goal is to make the tonemapping / auto exposure "just work"

heavy cradle
#

untonemapped / hill aces / fitted aces / hable (uncharted 2) / agx (default) / lottes / psycho

#

slowly chipping away at it lol

swift jackal
#

hill aces and hable (uncharted 2) looks really nice, though the hill one has richer black areas

#

last two ones are also really nice now that im looking

heavy cradle
#

yeah I'm suprised how good the uncharted 2 looks

#

agx looks a little out of place lol

#

the washed out look is intentional though
the idea is to reduce the saturation to have smoother gradients between colors

#

your supposed to grade ontop of it

opal rain
swift jackal
#

im sure agx one is supposed to be tweaked per-game(i guess?), since it looks very gaudy

heavy cradle
#

yeah ideally you'd apply a lut ontop per game

heavy cradle
opal rain
opal rain
heavy cradle
#

all of them are pretty decent now tbh

#

who would've though that running one tonemapper at a time and not using that weird brightness slider would make such a big difference :p

#

updating psycho to the latest

#

should be a smidge nicer I think

heavy cradle
#

okay yeah psycho17 is better

#

not cotten candy pink

heavy cradle
#

agx with reno magic

#

the detail in teh sky is preserved

heavy cradle
#

added gran turismo 7
psycho vs gt7

swift jackal
#

Right looks good

#

But sky is overblown

heavy cradle
#

yeah

#

gt7 is a little clippy

heavy cradle
#

are you asking my the normal maps or whatever look blue with psycho?

clear sandal
#

Js thought the random normal maps where funny

heavy cradle
#

ah lol

clear sandal
#

Jesse you forgot to convert normal maps Jesse

heavy cradle
#

was wondering because psycho being less purple and more blue is actually intentional

#

light blue objects often shift towards purple with most tonemappers because of imprecise math

#

anyways I'm going to take a break for a bit and then see how I'm going to pr this

#

ended up redoing a lot more than I thought I would

heavy cradle
heavy cradle
#

@opal rain I opened a pr for the tonemapping stuff

#

hopefully I didn't break anything ๐Ÿคž

opal rain
#

ty

heavy cradle
#

she's a little chonky lol

opal rain
#

๐Ÿคญ

#

i'll take a look at this tomorrow

#

very much appreciated ๐Ÿ™

heavy cradle
#

you are welcome

#

can't wait to see the sunset now

heavy cradle
hushed comet
#

Oh yeah. You cooked hard on this, Nice one!

gilded path
hushed comet
#

Should be able to cherry pick it. worked for me

gilded path
#

ah fair enough

grim dagger
heavy cradle
clear sandal
#

theoretical question

If the game supports vulkan couldn't we just ask it to make a native raytracing mod or

hushed comet
#

probably yeah. be a lot of work though still I think

clear sandal
#

Yeahh

hushed comet
#

you'd def want to to spec it out thoroughly. I don't think I'd let the current models chew on this one though atm. they are getting close but idk. I'd maybe wait for claude 4.8.

heavy cradle
#

@hushed comet got any pics of the new tonemapping + improved clouds in morrowind?

hushed comet
heavy cradle
#

sick

hushed comet
#

PEAK imo

#

thx bro

heavy cradle
#

which tonemapper is that?
wonder why the sunrise is red like that

#

or is that intentional? lol

hushed comet
#

It's grabbing game data for that I think atm. pretty sure the vanila sunsets are exaggerated. need to still tweak some stuff like that

psycho

heavy cradle
#

ahhh

#

nice

hushed comet
#

yeah I got most of the system wired into the game data so it's.. uh interesting at times

heavy cradle
#

was wondering because an orange to red hue shift could've been an issue with my stuff lol

hushed comet
#

vanilla sunset same city.. yeah game data for sure lol

heavy cradle
#

quirky game lol

#

like how rich that night shot is

hushed comet
#

psycho is def hands down My fave for this game though.

#

you did good on the eye adaptation too. I used to have it off. now I can run it

#

olde eye adaptation sucked ass

heavy cradle
#

the exposure system is somewhat based off of code I got from shortfuse
shortfuse made psycho so it's bound to be pretty decent lol

hushed comet
#

yeah I've used some of his stuff

heavy cradle
#

gonna see how the clouds look in new vegas

#

gonna be peak

hushed comet
#

Peak for sure.

heavy cradle
#

cool part is that my commit wasn't actually that complex if you really look at it

#

I renamed a few files which kinda inflated the additions / removals lol

hushed comet
#

Seemed clean to Me

heavy cradle
#

that was the goal (:

opal rain
#

and @heavy cradle's tonemapping made them actually fit into the scene propery ๐Ÿ™

heavy cradle
#

tis peak

opal rain
#

few things left to do:

  • clean up dead imgui settings for clouds
  • make remaining settings clearer
  • update weather presets for new settings
  • try to fix ground brightness based on cloud settings
#

the ground brightness is just an approximation. i tried SO many times to get real cloud shadows working but it just refused to happen

#

@grim dagger can you PR or commit the imgui fixes if you haven't

heavy cradle
#

and people think I'm weird for constantly pointing out the default tonemapping

opal rain
#

๐Ÿ˜†

#

the tonemapping always bugged me

hushed comet
opal rain
#

that's what i tried implementing 3 separate times ๐Ÿ™

opal rain
heavy cradle
opal rain
#

i'll get back to you in like an hour

#

sorry ๐Ÿ˜…

#

i'll just handle it. it's mostly minor stuff. nothing that'll break your changes

opal rain
heavy cradle
#

open a pr to my branch so I can see what you change

#

if that works

opal rain
#

circle PRs

#

okay, will try

heavy cradle
#

wanna try and get the auto exposure fix in lol

heavy cradle
#

find it funny that I haven't seen anybody mess with gran turismo 7 yet

opal rain
#

need to save that for a racing game ๐Ÿ˜†

hushed comet
#

tried it but I think i need to tune it a bit or something. could just be MW jank tho.

heavy cradle
#

it's definitely closer to an aces style tonemapper

#

little crunch

#

-# I added it to make psycho look better lol

#

-# because if g7 wasn't an option people would just assume it's better and ask about it

opal rain
#

๐Ÿ˜†

heavy cradle
#

shortfuse actually prefers just neutwo for sdr lol

#

gonna expose that as an additional option

deft latch
heavy cradle
#

I was using "aces" as shorthand

deft latch
#

ah

heavy cradle
#

s-curve / contrasty style tonemapper is probably more accurate

deft latch
#

yeah

#

thoughts on the color it produces?

deft latch
#

and discord actually displays them properly on hdr monitors

opal rain
deft latch
opal rain
#

are these hdr or something

#

oh yes lol

#

okay

heavy cradle
heavy cradle
#

@opal rain still working on some stuff so could you hold off from merging my pr for a bit lol

opal rain
#

ya

heavy cradle
#

shortfuse is saying I should probably do psycho to hdr and then displaymap down to sdr

#

kinda similar to what I'm doing for agx

#

wanna try that

opal rain
#

nice

#

-# you wanna implement HDR lol

heavy cradle
#

not hdr output
at least for right now lol

#

doing psycho to hdr and then displaymapping down to sdr should preserve more details in the highlights

grim dagger
#

so how does this all mix when nvidia does their eventual color pipeline changes

opal rain
#

if their changes are better than what hmm just did, i would keep their changes when rebasing and scrap the current system

grim dagger
#

well if its not up to par with Hmmmmm's, i dont think reverting NV's is a good idea either

heavy cradle
#

I'll probably just take the actual hdr output from them and maybe the hdr ui handling if they are doing anything special

grim dagger
#

we'll probably need to either adapt or changes or just hook it like we do now i think

wide kelp
opal rain
#

well yes, i wouldn't just keep the old system entirely. i'd apply hmm's work to the new architecture

grim dagger
#

is Pumbo working on it? @heavy cradle

wide kelp
opal rain
heavy cradle
grim dagger
heavy cradle
#

I really don't think it'll be a big deal tbh

#

I think he wants to use his own tonemapper (spectre) which is based off the same math pyscho uses

opal rain
#

this isn't quite related, but i'm pretty scared of PRing the changes from plus to upstream

the entire way the fork is coded makes it difficult to PR like that (but much easier to maintain separately)

#

it's been requested multiple times now though so i should probably try it

heavy cradle
#

honestly see remix plus as it's own thing now tbh

opal rain
#

that's how i view it too

grim dagger
#

yup

opal rain
#

all of the things added to Plus are here because it wouldn't be accepted in the main repo

#

so it was never designed with the intention of PRing back to upstream

heavy cradle
#

yeah

#

shouldn't stress out about opening a pr

#

if there's things that they want, they can just copy it lol

opal rain
#

yeah

heavy cradle
#

open source go brrr

grim dagger
opal rain
#

๐Ÿ˜ฎโ€๐Ÿ’จ

#

thanks guys

heavy cradle
opal rain
grim dagger
#

they definitely want some of these changes

grim dagger
heavy cradle
opal rain
#

oh right you don't have an NDA. um

#

i do ๐Ÿ˜…

grim dagger
#

i didn't sign one either lol

opal rain
#

okay, then we're good

#

they requested it multiple times in the contributor chat and through other means

#

so they definitely want it

#

the easiest one to PR that they found useful was the build skills + custom build scripts for Claude

#

so i'll do that one at least

grim dagger
#

what about the atmospheric sky?

#

y'all have built a lot on top of my initial implementation

opal rain
#

i haven't been asked about that

#

given the performance hit, i wouldn't be surprised if they didn't want it. but it seems like most people here are happy to accept the perf hit for the visual improvement

#
  • this allows for actual weather to be programmed as well
hushed comet
#

wait there's a performance hit?

deft latch
opal rain
heavy cradle
hushed comet
#

runs the same for me on raster lol. MW runs pretty shit tho I guess

opal rain
#

i haven't done proper measurements, but in some games i can easily go down from about 80 FPS to 50 after sky + clouds are enabled

#

but given that you're getting an accurate sky and cloud simulation + weather controls, imo it's worth it

heavy cradle
#

yeah

#

lighting outdoor scenes would be very very difficult to do without a proper sky

hushed comet
#

should be able to give it a performance pass.. or has that been done

opal rain
#

also my original scope for the weather presets included volumetric controls, but i think i'm going to scrap that. it's extremely easy to break it when the volumetric system is changed

opal rain
#

with each major change to the cloud system, i did a performance pass to improve it again

hushed comet
#

6 more's the charm ๐Ÿคž

opal rain
#

๐Ÿ˜”

hushed comet
#

/jk

opal rain
#

at this point the sky itself is more performance intensive than the clouds. the clouds rely on a lot of information already computed by the sky to save on perf

deft latch
opal rain
#

i did never try to optimize the sky though zero_think

#

i should give that a shot

hushed comet
#

watch You'll just pull back our missing frames.. bet.

opal rain
#

gonna wait till hmm finishes his PR lol

#

don't want to introduce breaking changes

#

my neighbors are like... bodyslamming each other or something

#

so fucking annoying

heavy cradle
#

lol

wide kelp
heavy cradle
#

it has everything you could possibly want

wide kelp
opal rain
wide kelp
heavy cradle
#

nope

heavy cradle
#

people want options so I am giving them options

hushed comet
#

well there is only one really...it's called psycho. troll

wide kelp
#

do we know what tone mapper og source engine uses

#

or whatever is closest to a tonemapper

heavy cradle
#

it just clamps

wide kelp
heavy cradle
#

clamping is when information above 1.0 (HDR) get's set to 1.0

wide kelp
heavy cradle
#

already an option

#

the first one

#

you really don't want to use it but it is there

wide kelp
#

but uh in remix

heavy cradle
#

should just use psycho in that case tbh

#

or nuetwo once I add that

wide kelp
heavy cradle
#

yes

#

but that looks bad

wide kelp
heavy cradle
#

in both

wide kelp
#

oh thats great that means itโ€™ll look exactly like the unmodded version of the game

#

itโ€™ll make sense dw

#

thereโ€™s a real reason why iโ€™d want a section of the mod to look exactly like the base version of the game

heavy cradle
#

you'll get like no details in your highlights lol

wide kelp
#

sounds crazy ik but god i hope it makes sense by like idk mid/late 2027

#

ik ill just use alyxโ€™s tonemapper for the rest of the mod

opal rain
#

@heavy cradle when you finish the PR, you will have to rebase on current main btw. it includes the volumetric fixes from yesterday

i gotta go work on moving stuff now cryAnime wish me luck

heavy cradle
#

alright

#

good luck

heavy cradle
#

redid the auto exposure

#

also added neutwo as an option
psycho vs neutwo

#

neutwo is tries to be as neutral as possible

opal rain
#

๐Ÿ™

#

amazing

heavy cradle
#

@opal rain I rebased. should be good to go I think

#

when you get to it

#

building now
I should hopefully have the improved clouds

#

you guys aren't ready for this lol

opal rain
#

also found some optimizations for the sky. helped performance a bit

opal rain
#

โœจ

#

amazing work with the tonemappers

#

it all looks so correct now

heavy cradle
#

literally looks like leaked screenshots for a remake

heavy cradle
opal rain
heavy cradle
#

lol

#

wanted the auto exposure to feed into that

#

I'll fix that real quick

opal rain
#

okie

opal rain
heavy cradle
#

I'll fix those two

heavy cradle
#

@opal rain should be good now I think

opal rain
#

i'm gonna do one push on your branch to clean up some stale comments and the fork touchpoints file, then merge

heavy cradle
#

that is fine with me lol

opal rain
#

in future PRs i will be pushing to the PR branches directly. it's just a lot easier lol

heavy cradle
#

yeah

opal rain
#

i just looked back at the older commits. ~72% of the current sky/atmosphere code is mine from all of the sky and cloud additions

#

a good portion of CR's original code went untouched, but some did have to be modified to allow the clouds to integrate well

#

a lot of goku's was rewritten but served as a great base for the current system โค๏ธ

heavy cradle
#

it happens lol

#

@opal rain you see the white speckles in this screenshot? wondering it those are the stars from the night sky lol

grim dagger
#

i had to rollback my rtx.conf because i couldnt really figure it out

opal rain
#

part of volumetrics

#

they don't illuminate properly for whatever reason

heavy cradle
#

ahh lol

#

also I think the day and night cycle might be broken lol

#

haven't been able to test to see how it looks at night

opal rain
#

make sure in the config for fnv that the moon cycle is enabled

heavy cradle
#

which config file would that be in?

opal rain
#

remix-comp.ini

heavy cradle
#

ah yeah I don't have that lol

clear sandal
opal rain
#

it was included in the zip i sent

heavy cradle
#

oh I have it

#

just not the moon cycle part

#

yeah I didn't update it lol

opal rain
heavy cradle
#

it did not

opal rain
#

then the address isn't being read properly for it

#

you can manually control the moon position from imgui for now. it's annoying but it works

heavy cradle
#

I see

opal rain
#

yay

#

4% performance improvement on the sky

heavy cradle
#

clouds are broken for me in halo ce ๐Ÿ˜ญ

opal rain
#

it's a dedicated setting in the clouds section in imgui

#

different games need different settings for it

heavy cradle
#

are you accounting for games that use Z up with the clouds?

#

the scale didn't change anything

#

but the altitude did

#

higher altitude made the clouds small
lower altitude made the clouds bigger

opal rain
heavy cradle
#

alright

opal rain
#

it was kinda trippy loading into FNV and seeing a wall of clouds kit_Scared

heavy cradle
#

messed with all the settings lol

opal rain
#

but nothing fixed it for halo?

heavy cradle
#

nope

opal rain
#

if you can DM me how to set up halo and all that, i'll troubleshoot

hot orchid
opal rain
swift jackal
#

that's tutu

runic robin
heavy cradle
#

always

#

did you really not know?

runic robin
#

I guess ive not been paying much attention maw

swift jackal
#

Wonder how clouds are being formed on halo which has fixed boundaries

opal rain
#

theoretically i could allow for cloud curvature to go negative, to simulate the shape of the halo?

swift jackal
#

What will negative curvature look like? Cuz since this was the original game there might have been some stylised artistic freedom to make it look alien world like

#

Not to mention the ring being close to a giant planet. Definitely could do something Halo-specific with the sky

opal rain
#

well, the idea being that it'd wrap upward instead of "around". instead of simulating a planet's atmosphere curve, it'd be curving the opposite way

swift jackal
#

Oh, I see

heavy cradle
#

wished halo wasn't so damn cursed lol

hushed comet
#

@heavy cradle that looks like the same thing I saw in MW. there's a tiling option that Might be causing that. in the cloud section "noise tile"

heavy cradle
#

I'll check that out

#

thanks

hushed comet
#

NP. I think it should be at six for default. I'd say looking at your screen you'll need to reduce it to 4 maybe idk

clear sandal
heavy cradle
#

mcc is something

hushed comet
#

@heavy cradle it also looks like you got a weird blue band thing just above the water. I had that too(diff color tho). Solved it by adding some aerial perspective code from the frostbite pdf

opal rain
hushed comet
#

yeah that's pretty much how mine looked on default settings of 6 that it ships with. I still need to tweak it a bit Myself as there is some visble tiling left

unique tusk
#

Based on my experience with multi scattering volumetrics it would ctrl alt delete itself kekw

That being said, the markov chain real time path guiding paper from last year covered single scattering in participating media/volumes and the video demo was very impressive despite using Quake 1 - OTOH it doesn't seem to like lots of light sources.

heavy cradle
#

yeah mcpg not liking a large amount if light sources seems like a pretty big downside

opal rain
#

-# i hate headaches

opal rain
#

๐Ÿ™

#

cloud shadows are ALMOST working

#

they are correctly showing up in all of the debug views, but the final view post denoising is messed up

hot orchid
#

@opal rain Maybe. Just maybe we could have a unified toolkit fork called toolkit plus or something like that.

#

Everyone makes changes to just that work.

#

I really really like the ies changes and I think the results are really good

#

The remix side implementation is basically complete aside from some bug fixes

#

Just the toolkit integration for actually adding an ies to a light remains

swift jackal
heavy cradle
#

-# ies?

swift jackal
#

pretty lights

hot orchid
heavy cradle
#

the blender toolkit getting so more love would be nice
not a 3d artist but I'd imagine it would draw more people in who otherwise wouldn't want to contribute

swift jackal
swift jackal
hot orchid
# swift jackal What's this light supposed to be btw

It's the same one as above. Ies has one caveat and it's a format limitation. If your light's physical size is too large, then the rays will naturally spread and the shape will get blurred. The only difference between the screenshot above and this one is that the one above has a very small spot size while this one is fairly large.
The same limitation exists in pretty much every other software in which I've used ies lights. Blender etc.

swift jackal
#

ngl IES and gobos would open up more lighting options, paired with remix logic and possibly more light animation stuff I guess the lighting side of things will be feature rich

hot orchid
hot orchid
swift jackal
hot orchid
#

But the owner is a dickhead and he paywalled even the most basic features.

swift jackal
#

What's the current go-to site for getting ies profiles then?

hot orchid
#

There are still a few loopholes that make it less of a pain to find specific things. Like if you try sorting by a specific manufacturer on the main page, it'll ask you to pay up. But if you go to the page that only lists manufacturers, search for a manufacturer and then click on it, the list will only show lights made by that company.

opal rain
hot orchid
#

never mind then

opal rain
#

i donm't have anything i want to add to it

#

that's the biggest reason lol

#

and toolkit changes are much harder to maintain vs dxvk

hot orchid
#

I just want someone to handle the repo

#

Of not then too bad I guess

opal rain
#

what would you want done

hot orchid
#

Like y'know. I just want to make a pr and go to bed knowing the repo will be handled.

#

For the aes stuff

#

Or maybe gobos in the future

opal rain
#

with one or two changes it would be pretty easy to keep up to date

hot orchid
#

I don't intend to rip the tk apart at all

opal rain
#

i don't want the project to die if i vanish basically. i hope cryAnime

opal rain
#

cloud shadows have easily been the most painful part of this whole project

#

WHY is it so difficult!

opal rain
#

IT'S WORKING

#

FINALLY

heavy cradle
#

aaaaa

opal rain
heavy cradle
#

peak

#

are the actual clouds improved too?

opal rain
#

clouds are the same as before

swift jackal
#

Can the cloud system generate size variations for the clouds, typically you would see much bigger clouds and some smaller scattered ones aside. Currently I feel as though it's a bit too uniform, don't you think?

opal rain
#

it allows that. my current settings in game have that

#

you can see it there. lots of small clouds mixed in with large ones

swift jackal
#

Gotta admit the results look very good

#

More natural looking clouds

heavy cradle
#

did you disable the aa in remix??

opal rain
#

i had to. RR was eating the shadows. you know that issue with it where staying still causes things to accumulate weirdly? was happening here too

#

i was playing death stranding 2 and looked at the cloud formation. really this isn't very far behind at this point. the biggest difference is cloud shape changing over time. i need to improve that here

#

this is death stranding. this is mostly possible with the current cloud system in remix. it just needs different settings. the glow on cloud edges would be missing though. that's something i haven't been able to replicate well

heavy cradle
opal rain
#

no it's pretty stable even in HL2

#

it's a nice way to use Remix in some cases

opal rain
#

the cloud system in remix is a combination of 4-5 papers as well as custom stuff to make it work in path tracing

heavy cradle
#

nutty

opal rain
#

@swift jackal

swift jackal
#

Amazing work ๐Ÿ‘

opal rain
#

DLSS on. stars vanish

#

need to rework the star system to prevent this

#

also to prevent them from showing through clouds so easily

heavy cradle
#

are the stars in the motion vectors?

opal rain
#

most likely not

#

goku's original implementation didn't integrate into remix on a very deep level. the moon took about 3 days to get working well for example

#

the stars are the only part that have largely gone untouched

opal rain
# opal rain <@759994782528307220>

you guys know the most insane part? this was with DLSS ultra performance from 1080p. it doesn't fall apart at all. the only weirdness is some wobbling when you move the camera quickly

heavy cradle
#

bruh

#

resolution is dead

heavy cradle
opal rain
#

it makes it look like daytime

heavy cradle
#

learning how finicky auto exposure is lol

#

in theory hooking up the auto exposure to work with the diffuse lighting instead of the scene color should help I think

#

would also have to add the sky to that I think

opal rain
#

it's kinda funny seeing it on vs off

#

aww

#

i was gonna get a video but it crashed lol

heavy cradle
#

damn

opal rain
#

it just goes from being able to see literally nothing... to daytime

#

i'm really glad you asked too because i thought i broke something with the moon system

#

Scope decision: commit the full cumulus-shadow-on-terrain workstream (post-denoise plumbing + cliff fix + ImGui slider from prior sessions + today's saturate-clamp fix + default bump + full-rate bake + 878 enum)

#

these are all the changes that had to be done today to get shadows to work. on top of ~3 days of prior work setting up the base system

heavy cradle
#

jesus

#

wonder if a dual auto exposure system makes more sense

#

I already have it so that it adapts differently to darkness and brightness

opal rain
#

zero_think i remember seeing that somewhere

heavy cradle
#

right now I have it anchored to the midgray because of reasons

#

maybe there should be a different target for the brightness and the darkness

opal rain
#

i wonder if this would be helpful for you

#

it looks like pretty useful info

heavy cradle
#

I've actually skimmed that lol

opal rain
#

๐Ÿ˜…

heavy cradle
#

I want to try to do the "Adapting to illuminance" section

opal rain
#

yeah that's what caught my attention

heavy cradle
#

testing out betart I very quickly noticed that the auto exposure would often over expose in caves because of the stone textures lol

opal rain
heavy cradle
#

You don't see it in CR's videos because he cranked the contrast

opal rain
#

cloud shadows are on github

opal rain
heavy cradle
#

there is definitely some helpful stuff in there

grim dagger
heavy cradle
#

-# I just lean more neutral tonemapping wise lol

grim dagger
#

gotcha

heavy cradle
#

I actually like the neutwo a lot in betart

opal rain
#

@hushed comet i merged your PR. thank you

#

just to clean up the dead imgui settings

opal rain
heavy cradle
#

ah

opal rain
#

cleaning up the menu is going pretty nicely

#

it's muuuuch easier

#

about 2/3 of all of the sliders and options have been condensed

opal rain
#

seriously how tf is this DLSS UP

#

the clouds look almost the same as full res

clear sandal
#

Wow

opal rain
heavy cradle
#

some of the nicest clouds I've seen in a game lol

opal rain
#

bloboohcry that means a lot tbh

#

lots of variation

heavy cradle
#

holy shit

opal rain
#

๐Ÿ˜…

#

i wasn't kidding when i said it wasn't far behind the decima clouds in death stranding 2 lol

#

i'm really happy with them

heavy cradle
#

I really need to retune the auto exposure lol

#

but I'm running on like 3 hours of sleep

opal rain
#

you should sleep

heavy cradle
#

probs

clear sandal
#

Looks so good

heavy cradle
#

funny
one of the sky boxes in halo reach kinda looks like that

#

but that's just a 2d texture obviously

opal rain
heavy cradle
#

I mean none of the games account for the curve like that I don't think

opal rain
#

ah okay

#

nice then

#

it'd have been kinda neat to see the clouds formed around the upper parts of the halo. that's what i was visualizing

#

like wrapping around with it

heavy cradle
#

would be cool but I think people would complain lol

opal rain
#

๐Ÿ˜…

opal rain
runic robin
opal rain
heavy cradle
#

Is there a way to put the halo between the clouds and the actual sky?

opal rain
#

as of right now, no

#

going to see if i can figure something out that wouldn't destroy performance

opal rain
heavy cradle
#

That would be very cool

#

could you resuse the sun and moon code possibly?

opal rain
#

looking into it rn

#

uh

#

do you happen to have a halo mesh you can share ๐Ÿ˜†

heavy cradle
#

I do not lol

#

@quasi lance

opal rain
#

i'm not sure i should attempt this prior to the next release

#

it would allow games with skyscrapers and stuff to interact with the clouds though

#

hmmm

heavy cradle
#

think the static mesh stuff should take priority

opal rain
#

that one's def not gonna be in this release

heavy cradle
#

oh yeah for sure

#

just for right now I don't really mind the halo not being rendered

quasi lance
#

That screenshot above where it's darker than the sky? lolno

heavy cradle
#

ahhh lol

opal rain
#

ah. well, that can't really happen with this sky system

solar knoll
grim dagger
opal rain
clear sandal
#

oooh

#

spoooky

opal rain
#

stars are 100% fixed now

grim dagger
#

what about in motion?

opal rain
#

100% stable

grim dagger
#

๐Ÿ˜ƒ

opal rain
#

even with ultra performance (showed at the end)

grim dagger
#

how do we get rid of that strip

#

or whatever the star cluster thing is called

opal rain
#

there are controls for it, dw

grim dagger
#

which one, i couldn't figure it out on my end

opal rain
#

i added them in my local build just now

swift jackal
#

How is the moon handled btw, and is there any chance we could get configurable planets added sometime in the future

opal rain
#

the moon is a randomly generated pattern, which is configurable. you can change the color, size, craters count & size, etc.

(goku's original system, just modified)

hot orchid
#

moon count?

opal rain
#

up to 5

#

all of them can be independently controlled via the api or imgui

hushed comet
opal rain
#

a system to put in an image of a moon wouldn't be too hard to add. i just don't think it's necessary for the initial release

hushed comet
#

yeah that's how i feel as well about it.

#

I did try using textures as well but liked how these turned out.

#

and I also felt like it would limit what was intended to be a turn key solution to get a project moving.

opal rain
#

realistically not many games would need this feature. and the more things i have to add, the longer it'll be until release

#

we're pretty much at the end of the time i can allot to this project for at least a month probably, so it needs to be finished up in the next day or so

hushed comet
#

Amazing amount You've done thus far imo. I think it's in a good spot really. well featured, works, and looks good. like really good.

opal rain
hushed comet
#

I'll be contributing to it more in the future as well. Still got some ideas left.

opal rain
#

milky way looks much better now

#

will be disabled by default though

swift jackal
#

Just to be clear, is this also procedurally generated? Honestly if it is, then AI agents are fr cooking

opal rain
#

the only thing based on an image for this whole system is a small component of the cloud noise pattern, which is based on EA's fastnoise texture

hushed comet
#

the agents are def cooking.

swift jackal
#

I feel as though for the clouds to be an actual 3d object (like the ones we see in MSFS or RDR2), something about the way remix handles skybox and such has to be heavily modified. But rip performance, honestly what we have is pretty good

opal rain
#

well

#

i looked into it

hushed comet
#

Need a artist for the meshes I think but it could be swapped in I think. It's what My agent wanted to do first but I can't mesh so.. yeah.

opal rain
#

there are some hacks that will allow in-world geometry to go into the clouds and look somewhat real without losing much perf. the camera should not go in it though, otherwise it'll look really bad

if we want it to function just like those games, we'd be sacrificing basically all of the performance optimizations i did. like... ALL of them

#

it'd be ~60% more intensive than it is right now

#

this cloud system seems to incur about an 8% performance hit i think

hushed comet
#

yeah none of that then.

opal rain
#

star fixes are pushed

opal rain
#

this build will have the latest DLSS version as well

#

v310.6.0

wide kelp
opal rain
#

@hushed comet noted improvements with ghosting. main reason for updating

opal rain
#

unsure

wide kelp
#

is it better ghosting for transformer RR?

opal rain
#

i believe so

#

you'll have to ask him

hushed comet
#

Ghosting in Preset E: Many users found that Preset E in the earlier 3.1.1 version caused "smearing" behind moving objects. 3.1.11 (v310.6.0) significantly reduces this "trailing" effect

opal rain
hushed comet
#

I find it's ghost free on My project. results may vary though

#

I use RR. don't think there's anything I don't use really atm

wide kelp
hushed comet
#

Beside preset E , All the presets were improved IIRC.( not RR)

Also, I know the newest Nvidia drivers are a mixed bag with people, but the latest one seems to be a lot smoother and way less hitchy both with the runtime and the toolkit on My end. I'm almost certain it lost at least 2 fps from the previous driver but I'll take that for the smooth experience this one seems to deliver.

opal rain
#

noteworthy thing for me to work on later: make clouds interact with sunsets better

opal rain
#

new clouds

runic robin
# opal rain

lesGO Thats actually incredible how close it looks to the original

opal rain
#

these are my preferred settings after tweaking it for a bit

#

hid that annoying particle that was in the way lol

heavy cradle
#

-# do you have the tonemapping set to none?

opal rain
#

indeed

#

we need to set a default for that btw. when you do the AE tweaks can you please do that

#

here. Psycho tonemapping

heavy cradle
#

should I default it to psycho?

opal rain
#

ya

heavy cradle
#

working on the ae stuff now

#

unfornately haven't been able to get the ae to use diffuse light as an input instead of scene color

opal rain
opal rain
#

okay

#

color pickers are implemented for all of the relevant options

#

i added it to the volumetrics too

#

additionally i reorganized the whole sky section in imgui to make it easier to navigate

heavy cradle
#

siiick

opal rain
#

โœจ

heavy cradle
#

think I am pretty close to getting the auto exposure dialed in

heavy cradle
#

yeah I think I have something

#

need to test in new vegas though

#

have been only using betart for testing

opal rain
#

guh

#

i got a BSOD just scrolling discord

#

i think it's the new nvidia drivers

#

๐Ÿ˜ญ

heavy cradle
#

bruh

hushed comet
#

Would not be the first time the drivers did that with discord. I've only seen it CTD once yet on this one though. no BSOD... yet..

opal rain
#

imgui rework is on github

opal rain
heavy cradle
#

I think it's in a good spot now

opal rain
#

yayy

swift jackal
#

Fallout 3 waht

clear sandal
#

Remix-

opal rain
#

someone needs to test TTW

clear sandal
#

Ttw?

opal rain
#

a mod that puts FO3 in FNV

runic robin
#

The The What

clear sandal
#

Thats wild

heavy cradle
#

@opal rain opened a pr for the ae

opal rain
#

๐Ÿ”ฅ

#

trying to fix a bug with the cloud noise pattern rn, then i'll take a look

#

๐Ÿ˜ฐ

heavy cradle
#

there's probably further additions or fixes that could be made to the ae but I want to sleep tonight
feel free to ping me with any issues so I see them when I wake up

opal rain
#

sleep well!

#

and tyvm

heavy cradle
#

no problem

hot orchid
#

18 hours awake

runic robin
hot orchid
#

My max is like... 38?

opal rain
#

hah

#

i've been awake since i was born

hot orchid
opal rain
runic robin
opal rain
hot orchid
#

I heard a story about a girl who fell into a coma for like 3 days and lived ten years in a dream.

opal rain
#

i updated some docs and comments on your branch but that's it. did one small code tweak but it's functionally identical to how it was originally (just easier to read)

#

well, i tried. it won't let me push to it still

#

just merged and applied on top

opal rain
#

added a script to the repo to create and update a document for all Remix API controls. should be trivial for projects to use it now

#

includes a document specifically for the sky system too

opal rain
#

and

#

one final change before release: i fixed sunsets. no more weird orange glow for all clouds

#

god i swear everything is fighting me today. game bar and Nvidia app both refuse to take screenshots rn

swift jackal
heavy cradle
#

how bright do the new vegas nights get with my AE?

opal rain
#

pretty much perfect

heavy cradle
#

damn I'm good

#

lol

#

I was really thinking you would have to dynamically adjust the auto exposure settings at night with the remix api lol

opal rain
#

finalizing release rn

#

-# then i have to go to the hospital

heavy cradle
#

hope you are alright

opal rain
#

hopefully will be ๐Ÿซ‚

opal rain
#

a pretty insane changelog

heavy cradle
#

Was just looking at some clouds irl
Crazy how close the pbr sky stuff is lol

hushed comet
#

Lol same.

opal rain
heavy cradle
#

chonky

opal rain
clear sandal
#

Glad to hear it slughug

opal rain
grim dagger
#

@heavy cradle any reason why local tonemapping was ripped out? I like how psycho looks on gmod but too many times the scene is either overexposed or too dark and the AE never seems to find a good middleground even when tweaking it.

heavy cradle
#

I couldn't get it to look good

grim dagger
#

define "good"

#

i think it really matters per game imo

heavy cradle
#

I can look into the god of war local exposure if you want.

grim dagger
#

what is that ๐Ÿ‘๏ธ

heavy cradle
grim dagger
#

yeah this looks great, i would like to see this in remix steamhappy
no pressure of course

heavy cradle
#

yeah it looks way better than whatever was built into remix

#

-# iirc the default local stuff was built around photography not real time rendering

#

ideally I would make the auto exposure work on the diffuse lighting in the scene instead of the sceneColor

#

the auto exposure isn't perfect because it's taking the luminance of the textures into account

heavy cradle
#

@grim dagger does the auto exposure behave if you switch to the neutwo? If it does I have an idea

heavy cradle
#

have a quick and dirty prototype for an adjustment to the auto exposure

#

agx before / after

#

before I was sampling the raw scene and getting the median from that

#

now I am sampling the scene with tonemapping applied so that the median that the auto exposure is working off of actually reflects what the user sees
need to scale all the tonemappers to hdr to make it work properly but as a concept it works I think

opal rain
#

PensiveCowboy i might have to do a minor release for this + the new shading fix

heavy cradle
#

before / after psycho
not as much of a difference but still

gilded path
velvet bear
#

Hey Kim@opal rain, I'm currently using your Remix Plus for my GTA VC. I ran into a bit of a weird issue regarding the Remix API and was wondering if you might have any insights. My light plugin utilizes the Remix API to set in-game light sources. It works fine in the vanilla RTX Remix (lights are created as expected). However, when running it with Remix Plus, the lights seem to get deleted the exact same frame they are created. Do you happen to have any clues or ideas on what might be causing this?

opal rain
#

here's some documentation for it

#

to be honest i'm surprised those lights spawn at all without doing this

heavy cradle
#

pretty neat

velvet bear
#

Though I might need to take a look at the documentations you mentioned.

opal rain
#

very strange

#

i did notice some issues with lights in FNV, but that game is kinda cursed so it wasn't surprising. i'll look into it and see if maybe i broke something

velvet bear
#

Btw, there's also another annoying bug that there are two mouses icon shown when using the remix runtime panel. This was a bug in the old vanilla remix and was already fixed in a release version. I don't know why it reappears in remix plus.

opal rain
#

do you know when that was fixed? Remix Plus isn't too far behind the latest main commit (but is ahead of official 1.4.2)

#

it's possible that a newer commit in main broke it

velvet bear
#

I can't recall. I think it was fixed between version 0.6.0 and 1.3.6. I can confirmed that the bug was already fixed in 1.3.6.

opal rain
#

hmmmm

opal rain
velvet bear
opal rain
velvet bear
heavy cradle
#

interesting

heavy cradle
#

actually found some issues with the pbr sky stuff

#

-# it's why the gradient in my screenshot looks different

heavy cradle
#

I'll do some more testing after I get some sleep

opal rain
fading glen
#

Would look pretty good in IV green_fire
But I don't really see a way to properly integrate that into my remix fork with the tons of commits and other things in remix plus getting in the way. Can't really put my changes on top either since the latest remix version breaks OMM building ๐Ÿ’€

velvet bear
opal rain
opal rain
#

was it a game side issue?

#

i was just starting to look into it

fading glen
#

Mouse and keyboard input is also broken on this version of remix for some reason

velvet bear
# opal rain was it a game side issue?

Nope, it was on the mod side. My ASI plugin was creating/destroying RTX lights every frame, which works fine on vanilla dxvk-remix but breaks on Remix Plus because it has a different light lifecycle model (dynamic flag + per-frame keepalive).

fading glen
#

also noticed that I cant change these two options

fading glen
opal rain
#

yeah. i just fixed that tonight. it's not pushed yet though

opal rain
#

if you can give me more detailed info about what you'd need for this, i can give it a shot when i have some time to spare. i'm in the middle of moving rn so my time is pretty limited

fading glen
opal rain
opal rain
#

from what i think it is, it sounds like it'd take an immense amount of time and effort

grim dagger
#

not really, you're just squashing commits related to a specific feature so it becomes 1 and is on top of upstream, look at my repo for example

#

you'd then cherry-pick these into your main branch

#

commits should be short with anything verbose in the description, but ideally those should be short too

grim dagger
#

imo i find it hard to navigate remix-plus due to the same concerns as xoxor4d so keeping it clean like that would help a lot

opal rain
#

okay

#

i have never maintained a repository this large, and with all of my other projects over the last 4 years or so basically no one else has used the repo directly

#

it's a lot to learn and i think i fucked up by choosing to do this at such a volatile time in my life

grim dagger
fading glen
#

best way would be to work on new features on separate branches and keep all of the commit history there. Then when you want that feature on your main branch, you squash and PR that onto main as a single commit

#

like if multiple features require the same framework code, have a branch for that - but no features in that branch.
Then branch of from there for each new feature you build on top of that

opal rain
#

the original workflow for RP was based around that, but i changed it for reasons i don't remember tbh

guess i'll reimplement that

grim dagger
#

i havent pulled the latest remix-plus changes yet, but did this get fixed?

opal rain
#

i went through and removed nosave on a bunch of them, so it should be

grim dagger
#

ah cool

#

ill see if i can update later today

opal rain
#

waow

opal rain
#

good news

#

every feature has been squashed pretty well. even if it's not perfect, it should be much easier to navigate

#

am about to push to main-squashed

fading glen
#

I've just rebased my fork onto ToT so should be easy to cherry pick now - will try in a sec

opal rain
#

i also fixed the issue with the color pickers that you found

#

remix plus is a bit behind main right now, but not too far

#

pikafacepalm i'm reworking the commit messages. claude left them out almost entirely for some reason. give me a few. commit hashes will change as i have to force push

opal rain
#

all done

#

hope this is easier to work with

heavy cradle
heavy cradle
#

I did

#

Just not sure if everything will break lol

hushed comet
heavy cradle
#

I'll open a pr on remix plus in a bit I guess so y'all can test it

velvet bear
#

The physical atmosphere looks amazing, but I noticed a strange red tint on the distant right before the sun comes up. Itโ€™s bleeding into the clouds and alpha objects, which breaks the look. I wonder what's causing it.

heavy cradle
#

yeah that's something I've noticed too

#

looks really pretty though

opal rain
#

but the sun's lighting is connected to pretty much all of remix's lighting paths now. volumetrics, alphas, etc. should all be affected

#

the problem is likely that the sun isn't being properly occluded by the terrain. i didn't consider this when implementing the new features

heavy cradle
#

I really want to see the cotten candy clouds in oblivion now lol

opal rain
#

should be easier for you guys to work on top of for your projects

heavy cradle
#

nice

#

should be easier to bisect too

opal rain
#

i wanted to ask before i did it in case anyone's project relied on it, but would you guys prefer if main had the squashed commits? it'd have to be a force push for the entire history of Remix Plus, so any existing project would need to be rebased after this

#

right now the squashed commits are on a separate branch

solar knoll
#

At least it matches the vibe of Vice City. maw

opal rain
velvet bear
heavy cradle
#

feel like remix plus probably needs a testing branch also so that changes that could potentially cause issues for people hopefully get found before being pushed into the main branch

opal rain
#

i agree, but that does kinda depend on having consistent testers and stuff. and it would slow down development quite a bit most likely

#

that's why i ended up just doing this and testing as well as i could before doing a release

heavy cradle
#

ahh

wide kelp
opal rain
heavy cradle
#

Will do

heavy cradle
#

still working on the pr lol
-# accidently broke the night brightness

#

but the gradients in the sky look much better

#

this is how it looks before

#

the sky is also blue during miday instead of a grayish blue

heavy cradle
#

didn't open a pr because of the commit squashing stuff

#

and it probably needs more testing since the sky system is so complex now lol

#

@grim dagger @hushed comet could you guys test this when get the chance ๐Ÿ™

heavy cradle
#

the sky isn't as eye searing anymore

heavy cradle
#

interesting

#

looks a lot like radiance now

#

definitely needs tuning

#

2x sun intensity looks about right for minecraft

swift jackal
#

Water looks a bit off

heavy cradle
#

tis minecraft water

solar knoll
#

I think he's referring to the material. It has a very metallic look.

runic robin
#

It just looks like that when its in shade

heavy cradle
#

only using betart for testing because it has tendency to bring up edgecases that other remix project don't

#

not my thing to change

#

like the default sky color with the changes looks perfectly fine with halo ce but it looks "off"in betart lol

#

very good project for testing things

solar knoll
#

The lighting looks like the remake (in a good way).

heavy cradle
#

was just looking at this blender render someone made and thought his close it was lol

velvet bear
fading glen
opal rain
#

HL2 RTX had the duplicate input issue, FNV only had the dupe cursor. VC has both i guess?

opal rain
#

๐Ÿ™ also thank you guys for fixing bugs when you find them and opening PRs (or just sharing the fix). it helps so much

fading glen
#

squashed everything down and rebased it onto latest main but getting weird sun artifacts on surfaces now facepalm

swift jackal
#

What does it look like ๐Ÿ‘€

fading glen
opal rain
#

that's one massive commit kit_shock

#

i did test the squash branch i made and it worked okay. i wonder why squashing it further would break things zero_think

fading glen
#

INTEGRATE_DIRECT_BINDING_PRIMARY_CLOUD_SHADOW_FACTOR_OUTPUT 73 .. 73 is now used by the shadow terminator

#

setting it to the next number 74 introduced issues

opal rain
fading glen
clear sandal
#

the sky system is completely borked in the newwest release for roblox

swift jackal
#

It looks like one of the shader games with messed up lighting

#

Also the road textures look weird asf

clear sandal
#

no matter what settings are selected it doesnt change

opal rain
#

is this with novetus?

fading glen
#

@opal rain can you ask your AI if changing INTEGRATE_DIRECT_BINDING_PRIMARY_CLOUD_SHADOW_FACTOR_OUTPUT from 73 to 74 needs changing somewhere else?

clear sandal
opal rain
#

i was just looking into it

opal rain
# clear sandal yeah

try temporarily just renaing your rtx.conf to see if it's older saved settings breaking things

opal rain
#

๐Ÿ˜“

#

can you send me the code to test with

clear sandal
#

after work ye

fading glen
#

Okay turns out the weird lighting was caused by my api distant light which was on together with the new sky system

clear sandal
#

was it weird and blocky?

fading glen
#

Not sure why that would affect the distant light tho

fading glen
clear sandal
#

ah yeah thats different

gilded path
#

wait something broke again? just got here

clear sandal
#

its not even an issue in the og game

#

oops wait

#

this isnt re

#

mb

gilded path
#

all good

opal rain
#

there is a collision at slot 34 though

#

soon i'll take the squashed main branch and rebase it on latest, fix all collisions

gilded path
#

so many updates

#

lol

fading glen
grim dagger
solar knoll
opal rain
#

the thing that's weird is that the reflections don't have the fog

grim dagger
#

probably something that has to be added in the runtime

#

its definitely not a bug

grim dagger
#

this one
#1475609256949452972 message

swift jackal
grim dagger
#

i thought it was before but the OMMs never seem to run out of budget

#

like its super low

#

changing the graphics settings to Fast which removes those alpha-tested leaves changes performance very little, so its still drawcall bottlenecked

solar knoll
#

The textures are also 16x16, so it's easier for OMM to handle.

opal rain
# grim dagger

semi related, but a few people have mentioned that newer remix breaks OMMs. i can't verify myself but it's something to watch out for

heavy cradle
#

wonder how difficult it would be to "bake" out the atmosphere for games with static times of day

opal rain
#

hm

#

should be pretty possible

opal rain
hot orchid
#

I wonder if it has something to do with borderless vs exclusive fulscreen

swift jackal
opal rain
#

egh. doesnt fix it

opal rain
#

i had to change a lot of settings to get it to resemble it at all

#

it's very blue as you can see

#

vs CR's original sky implementation with it (which is how it looked until your change)

hot orchid
#

Maybe crs was broken and you fixed it

opal rain
#

well yes that's what i'm thinking, but i'm not 100% sure that this is better

velvet bear
opal rain
#

i'm working on it rn

hushed comet
#

for the double inputs, have any of You tried to change to this in your bridge.conf ?

client.DirectInput.forward.mousePolicy = 1 client.DirectInput.forward.keyboardPolicy = 1

velvet bear
hushed comet
#

hmm. werid. I do have the double inputs with remix plus for sure but that fixes it on my end.

clear sandal
#

For novetus

hot orchid
#

God DAMN

#

I skipped to the last frame to stop the video from playing and got gold

velvet bear
hot orchid
velvet bear
#

Altitude=0.0
SunColorR=255
SunColorG=245
SunColorB=224
SunIlluminance=20.0
AirColorR=54
AirColorG=128
AirColorB=255
AirScatteringStrength=0.025
DustDensity=1
DustScatteringStrength=0.01
NightSkyBrightness=0.01
NightSkyColorR=98
NightSkyColorG=127
NightSkyColorB=255

#

These are the parameters i changed.

opal rain
velvet bear
#

Go ahead. But I think it only looks good at this certain time period. I might be able to do a better preset.

opal rain
#

man

#

they nerfed claude again real bad. it can't even diagnose the decal glowing issue