#Remix Plus - Extra features & API support for Modern Games
2527 messages ยท Page 3 of 3 (latest)
I can clearly feel that 4.7 has gotten dumber over the past few days. When it first dropped, it completely blew me away.
But now I can really feel that its ability to maintain and connect context has gotten noticeably weaker.
yep
all $200
i didn't even want it this month, but they only allow 1 refund total per plan... ever. and i had gotten one a few months prior
so i couldn't get a refund for it
I think they are occasionally stealth-swapping the model for an older version from time to time, while still charging the exact same fee.
i don't think so. it behaves like 4.7, it's just they're using lower quantizations or similar to save money running it. which reduces its reasoning capacity
Yeah, it deleted our entire source for psychonauts 2 right after getting the camera matrices and rendering a triangle
on god?
ya ya
thats horrible
is deleting code language model's next "can't count how many Rs are in raspberry"
It said "let me rework the system to figure out why the window is hanging on creation" then thinks then no follow up text, we said continue and it said "the source folder for the mod is empty, how would you like to continue with phase 2?"
And we checked and yep it was all gone
oh it was broken in cr's original build.
The multiscatter stuff was originally from a blog and I just had an llm cross reference a shadertoy from that blog against the remix implementation
might not be 100% fixed but it is much closer
There's also another bug with Remix Plus where large objects with alpha textures glitch out and become translucent from certain viewing angles. Lowering the 'Unique Object Search' value fixes it, but this issue never occurs in the vanilla Remix.
does turning the skybox from physical to normal fix it?
Nope. Still bugged.
odd
i ask that anyone reporting bugs opens issues on github. it makes it a lot easier to track, and i can address them more easily with PRs
i'll look into this when i'm able to, but i'm glad there's some kind of mitigation for it already
i managed to partially fix the decal + volumetric glowing issue at sunset btw
I don't think it's from Remix Plus, it also happens in GTA 4 with the rebase that xoxor did.
i think my next project will be trying to reduce the ghosting of remix's volumetrics
๐ฎโ๐จ
glowing alphas are fixed
this is how it looked in FNV before
basically alphas were being illuminated by the sky system when they shouldn't be. SSS surfaces should still be lit up (though i don't have any way to test this)
if anyone has a game they can test this in with subsurface scattering configured for foliage, i'd appreciate verification that this works
gonna commit and push this in a few
You didn't tell me you made a toon shader too
๐
idk how fix?
-# that wasn't introduced by my stuff was it?
cloud shadows?
.
does turning off the physical skybox fix it
It does
what was the last commit you were on before you updated?
Very weird. The sky brightness is set to 0 and physical atmosphere is turned off
The whole scene is lit up
before clouds
The original CR implementation
well it should just work regardless
does disabling the clouds fix it?
Very weird. The sky brightness is set to 0 and physical atmosphere is turned off
Just discovered another bug in remix plus. Does anyone experience similar situations where shaded area are not lit up correctly?
comparison pictures
a fix?
There's more than enough ambient light in the scene to illuminate that area
It shouldn't be that dark
i can't really help debug unless you test on newer commits
The second picture is what i expected the scene to be
it just doesn't make sense. The area should not be that dark.
you're confusing tf out of me
elaborate
what commit is it specifically? it's in the about menu
try turning off volumetrics
It's the latest actions build
like 30 minutes ago
It has never been enabled in the video. For context, this exact issue actually occurs in vanilla Remix as well, but only when the 'anti-culling object' option is turned on. Since that option has no effect in vanilla VC anyway, I always keep it disabled. However, in Remix Plus, this bug persists regardless of whether the 'anti-culling object' option is on or off.
is that legacy fog then or something?
Hard cutoff
Here is how the bug could be triggered in vanilla Remix.
if you carried over your rtx.conf from an old build, the sky settings had changed some and it might be causing issues
removed them manually
okay. well this seems like an upstream issue that's just somehow getting triggered by something else i tweaked
I am not sure. I think it is the fog option in the RTX Volumetrics. legacy fog does not have effect with remix
okay. and if you turn off clouds but leave the normal sky, does it fix that weird shading issue?
and was the shading issue present with just the default settings, or was it a specific setup that triggered it
The game starts with (None/dormant). If I select a preset, the shading issue is gone
But the clouds remain weird
i see
it looks like the cloud field is upside down somehow
i've never seen that lol
like the new set of tonemapping options too?
(:
very mucch
nice
we love gt7
really thought the gt7 option would be more popular lol
i think i found the issue for the broken shading
the None preset is very borked and used defaults that no longer function properly
Weird it didn't render on skybox
It's using distance terrain somehow
Or can the clouds be rendering upside down
Nope
is it not?
It is. It simply does not take an effect
Plus, based on the freecam, I know that the controls aren't inverted
someone else had posted a picture of GTA SA with this and the sky was vertical, in which case Z up would have fixed it
it got deleted i guess
=
bugs fixed today:
- decals and volumetrics glowing weirdly at sunset (or just in general tbh)
Nonepreset for weather led to corrupted graphics (@clear sandal letting you know what you ran into is now fixed)- something else that i forgot
i want to rebase to upstream maybe once per month. does that sound reasonable? prevents major bugs
ya
-# plus i won't go crazy as quickly
And the clouds rendering upside down. Obviously.
What is a rebase and how does it improve my life?
basically taking all of my additions in remix plus, and slapping them on the newest Nvidia version of remix
has a high chance of borking things
i'm convinced that's a game issue tbh. i've tested ~7 games now with this sky, and others have tested it in a lot of games too, and no one else ran into that
So... what do I do?
i have no idea
Great

sorry
i can't troubleshoot without having the game and stuff, and even if i did, i don't have the time rn
amazing
feel like remix plus might need a more robust color grading solution
what would you guys want / need from that?
stuff like tint and color temp would be pretty nice
Oh its lit up like itโs on the moon
how would you guys feel about me shifting agx from the tonemapping part of the pipeline to the colorgrading part of the pipeline?
technically you are supposed to grade ontop of agx
i'd be fine with that
sick
I'm probably going to retool the lottes also
should look the same
but I want all the settings like contrast, midgray in / out, exposure all in the color grading section
probably will rename lottes to Hue Preserving Reinhard or something too
okay
@opal rain
I want to build the plus runtime
What do I need to do before building and after cloning?
Because my god, the last time I tried, so much shit was broken
you can tell any LLM to look at the included claude rtx-build skill and run it. it's really easy. or just read the skill file yourself
it's much easier than Nvidia's repo rn. i also have custom build scripts
Get github to build it if You had issues with stuff being broken before. Takes a bit longer then local but at least you won't have dumb stuff happen like not being able to assign textures in a capture from Your build, in the toolkit.
uhh... wait what part the whole sky lighting up from the meteor? I already added showers ontop of the first shooting star system. and the rare chance for them to explode. this wouldn't be too hard to do I don't think.
this I think
actaully I think all I need to do is turn up the sky contrib on them currently...
I also added a constellation system recently.
rn the shooting stars are behind the clouds. i'd need to modify them to directly intersect with the clouds, or simulate it at least
I did add some stuff besides that as well. color variation depending on the shooting stars material make up. fireball roll, moon dimming, radient geometry and more tunable options. game calendar sync for the showers+ random chance per night.
tried a aurora system as well but it looked like trash.
I think i can make these things simulate an impact as well and then spawn some ore at the location in game or something neat.
when you PR it and adjust it to conform to the fork's requirements 
if something is in high enough demand i can do this myself. it's just not something i like doing
Is there a way to fix the visible distance layering?
not as of right now. i need to try to change the way it's sampled to fix it
you can increase the tiling to help, but it will make the clouds smaller
sadge
seems that the shadow artifacts I get stem from cloudShadowStrength .. it even affects indoor areas for some reason .. might be another binding issue?
ah shit i never tested indoors with it. that's gonna be a nightmare to resolve
@fading glen are you talking about this issue?
if so, i fixed it in the latest commits a few days ago. squashed branch isn't updated yet though. it was an issue with the none preset for weather. changing to overcast or anything else should fix
using clear seems to fix it with groundshadow 1 so will pull your fix
well
that slider was an attempt to get cloud shadows affecting landscapes and such. so when there are overhead clouds, it will cast a shadow
however, i didn't think to test it indoors stupidly. so it's casting a shadow in your interior
that's also why clear fixes it
ah true
for now i suppose set the slider to 0
yea will have to do so for each preset since I'm going to use presets with blending
did add support for setting an absolute value for blending instead of relying on blend duration
if you have feedback on that system btw, i'd love to hear it. no one has implemented it yet so i'm sure there are gonna be some rough patches or things to improve
i'll work on a fix for the layer issue + shadows when i'm settled. we're moving rn and can't dedicate time to fixing sadly
no worries! I hope nothing gets lost or damaged in transit and that you settle in well ๐
GTA 4 is a whole different animal then what I'm working on but if there's a way to detect if You're somehow in a interior You should be able to just shut the system down when the player enters a interior. it's what I'm doing to solve some issues like this in interiors.
How does vanilla gta 4 handle those interiors anyways? I'd assume they kill the weather and gi when a player enters those anyways right? might be able to piggy back the same trigger maybe to shut off the entire sky system wholesale when entering a safehouse and back on for exit.
correct - there is no gi tho
moon0.elevation0
๐ฅ omg that's amazing
still some stuff to iron out but works pretty good already 
running into an issue where remix is blocking some vars like transmission because they are blocked by user.conf for some reason
๐ for any issues you find, please open issues on github so i can fix them later. so exciting to see it implemented in a project
What is the performance difference?
No idea ๐คท
Yeah I suspect the approach You'll want to use then is to kill it all when entering a interior then. Should be simple enough if there's any game data available to trigger it . I had to do this with Morrowind as it was doing weird stuff in interiors as well.
Yea I'm already handling the rain particle effect that way and could do the same here but I'm just going to completely disable ground shadows for now
Yeah You can pick and choose what to disable for sure. The GI and stuff might be useful to keep if there's a window I guess.
asi loader?
will do if i get to yours. i havent touched it hardly cause it was contantly updated
ah ok
i was wondering what the interface was
oh the trainer you mean? Thats liberty legacy trainer
yea
Just tested this. 100% fixes that on My end.
no adverse effects?
Don't seem to be nope
issue #1 - one can't open issues on your fork ๐
issue #2 - fogSunVisibilityGain is not exposed in imgui even tho your commit msg says something about an exposed knob
must have gotten borked when i moved it from my FNV testing branch to main
lol fixed that one at least
Mhh can't seem to get the "sun" to affect volumetrics much even with the new setting set to 50. I need to set transmission distance to 1m to start seeing fog ๐
1m transmittance on atmos vs 1m with actual distant light
oh I think the rtxdi submodule was not up to date
okay updating the submodule changed it but the value is still not functioning as I expect it to. It increases fog for all lights but the "sun" ๐
For me, it's the particles.
(I might be stupid and might have left particle quality to low)
mhh no mine are black too
not sure if that is also caused by particles (nah I think this is something else)
(rain / gust particles are floating around in the scene)
the RTXDI submodule changes are essentially hacks right now to get the sun to interact, but i'm not sure why it's failing to here. same for those particles. the sun was causing major visual issues, they would glow way too brightly even with the multiplier hack disabled
this is at the top of my list for stuff to fix after moving. if anyone else wants to take a look i'd be very grateful
i don't like hacky fixes
Mhh having an actual but very dimm distant light with 10x volumetric scale helps. Are you creating an actual distant light in the atmos system because if so, I most likely nuked it by reverting most api / light related changes
iirc i am, but i can't look at the code rn to verify
no, it uses a custom light disk system
it's supposed to be sampled by RTXDI for proper illumination of particles, volumetrics, etc but im not sure if sparkle's fork broke something
Mhh building on your commit does not seem to make any difference
try his RTXDI submodule. i had intentionally disabled particle illumination on mine as a debug test and forgot to revert it (...sorry)
Yea I built that locally and it doesnt make a difference.
After adding an actual distant light

i guess i'll have to change the approach the sun uses then
that explains a lot of the issues tbh lmao
so that custom disk sun is not contributing to volumetrics at all
It's hopeless
it WAS though. and i'm not sure what changed
like i have screenshots of it working
maybe i was sampling it differently on the cloud side
my brain is fried rn
can you enable fallback light to see if that also illuminates your particles?
from @heavy cradle
were the submodules reinitialized when switching to my RTXDI fork?
It does, I know that
I checked out your commit on the submodule
Any real lights affect particles normally
my poor atmos sky ๐ฅ
Mh okay. Do you see volumetric fog produced by the sun itself with no actual distant light active? Just want to make sure it's not something on my end due to rebasing onto latest main
hey 
also fwiw i never got this working even on your version. it was something i had to re-implement (which apparently broke again)
changing it to a real direct light source seems to be the best approach, so i'm probably just gonna do that
huh? it's working on my remix-plus'based fork just fine

i meant your original sky version before it was ported to remix plus
but that's interesting
where exactly is that disk based sun code located?
๐ i have to go, sorry. hopefully CR can help
Mhh so what is that setting supposed to do? And am I supposed to see an actual disk or just the sun's influence on air and dust particles in the atmosphere?
Changing it makes no difference whatsoever
I believe it was for the actual sun disk size but this may have become broken since it was added. My BetaRT fork has an actual volumetric influence adjustment that i've been using
https://github.com/sambow23/dxvk-remix-gmod/blob/b173-remixplus/src/dxvk/rtx_render/rtx_fork_atmosphere.cpp#L589
mhh sun influence seems to work fine on the 1.4.2 release so not sure what went wrong
think I just got a working sharc implementation working in remix plus
jumped from 89 fps to 100 fps on the second mission in halo
restir gi vs sharc
any visual bugs?
I haven't seen any
(:
I've only played around a few in minutes in Halo but I think it's just working lol

now everybody who wants sharc has to use remix plus
๐จ
incredible

it was done with all the remix plus touchpoint stuff so it's not something I can open a pr on the main repo for without a refactor
gonna eat and then do some more testing
I have to ask, did we really have to do it that way? I don't really like the "exclusivity" idea of adding features that cant be easily cherry-picked to normal remix
No idea
I was joking about what I said earlier
If it actually works I'd happily work with the nvidia folks to get it into main
i structured it this way because it really does help with stability when rebasing. it took maybe half an hour of troubleshooting after rebasing last time, and it was after that massive CPU/GPU optimization commit too
this is an unfortunate side effect of it
when i made remix plus, it was meant for experimental features that Nvidia would likely never accept
e.g. our API tweaks, the cloud system (due to the perf hit), and tweaks that likely go against their philosophy for the main repo
that's actually really smart lol
sectioning off the changes so it's easier to rebase

it's paid off and i'm really happy with it. i am sad that it's harder to PR things, but i don't think it should be changed just because of that
anything i've wanted to PR from plus, i've cherrypicked onto a new branch based on their main, then integrated the feature per their standards. then i opened the PR from that branch
fair ig
played around a bit more and it seems like it just works
also might be easier to pr into main then I thought
@opal rain @grim dagger @carmine lintel here is the sharc commit https://github.com/RemixProjGroup/dxvk-remix/commit/81a38e366c7e65b8d6460c87f46b69e467330142
better performance as expected 
will merge into P2 RTX as soon as possible
I'm assuming this is built on latest Remix?
How about you merge me into p2 rtx as soon as possible

@heavy cradle is actually on the team 

it's built on remix plus
hoping that doesn't conflict with Portal 2's runtime much
I gotta rebase anyway to latest
good thing I updated FSR
I'm going to talk to the nvidia folks tomorrow about getting it merged into main
how about you rebase ME into
okay il stop 
you mind if I merge this into our Artemis fork?
as long as you test it first (I did some testing and it seems to work fine but you never know) and give me credit I do not mind
Our fork is based on main Remix, so we'll see how that goes, lol
lol
wonder if markov chain path guiding would be easier to implement now since the hash grid stuff is already implemented because of sharc ๐ค
they're pretty similar from what I remember, though SHARC being Voxel based
are we able to adjust the Voxel settings in your implementation?
I don't have anything exposed for that no
also just realized the imgui is a little funky lol
cherry picked it, gonna try building it and see what goes wrong 
-# was so excited that it was working that I forgot to check that

very important for optimization btw 
I think we should treat it as experimental until we've all done more testing
that's the point of Artemis, lol
it's for experimental features
ah lol
only took me 6 claude sessions and a few hours to implement
better than FSR, that took 2 months to implement

._ .
Now lets see it in main remix 




Xess but no fsr is

maybe if NVIDIA, you know, merges it

They better 
SHARC in Artemis is building, wasn't that hard to adapt
next step would be getting it into P2 RTX
then the next step after that would be getting ME into P2 RTX
Its just so easy im sorry 
what GPU do you have

Ill give you ALL my data INCLUDING SSN if thats what it takes
Ill give you my mothers maiden name, place of birth, latest adress, whatever you want
great work hmm
the dark souls lighting engine guy said it was pretty straight forward to implement so I decided to just do it
love that guy
he said it was important for performance
honestly wasn't expecting a performance boost at all lol
just thought it would look better
well that's the point of SHARC, lol
it's basically a replacement for importance sampling
can i have your credit and debit card numbers 
only if you join vc (U wont no balls) (because they turned into dust because youre so old)
๐ด
(haha this joke is so funny i cannot wait to hear it 10K more times
)
๐ด ๐ด ๐ด ๐ด ๐ด I cant wait either

Damn it i shouldve said "dont worry about it you wont have to hear it 10k more times because youre so old your hearing is so bad" it was staring at me in the face and I didnt do it

๐ฅฑ
tried out SHARC in HL2 RTX
and lmao, because I'm CPU bottlenecked, it doesn't improve my fps, it just lowers my GPU usage

lmaooo
Portal RTX doesn't work for some reason
gonna try another Steam game (since we have access to private ones, lol)

ok so RTCW works
weird
SHARC doesn't seem to just like Portal RTX
// Fork (2026-05-26): sun-elevation gate. Volumetric NEE fires for any
// sun above the -15deg twilight cutoff, but the cache is filled by
// per-froxel visibility rays from positions in the air -- froxels see
// the sun over local terrain even when ground surfaces are in shadow.
// Gate the contribution by sun altitude so the cache fades smoothly
// as the sun approaches/crosses the geodetic horizon, killing the
// bright fog/decals when sun is visually below terrain. This is a
// per-froxel visibility approximation, not an artistic gain.
const float sunUpAxis = (isZUp ? args.sunDirection.z : args.sunDirection.y);
const float sunElevationGate = smoothstep(0.0f, 0.3f, sunUpAxis);
result.radiance = args.sunIlluminance * transmittance * phase * mieModulation * sunVisibility * args.sunRayBrightness * sunElevationGate;```
This kills sun volumetric contribution for me
getting rid of the gate
And particles?
work it worked on the commit before the gate introduction but the gate is not the issue when it comes to particles it seems
@opal rain so the actual issue is that it uses sunDirection.z when zUp is true, which is incorrect. It should always use y.
Also, the gate kills volumetric contributions below a sun angle of 17deg. Not sure if that was intentional. I'm using 0.087f instead of 0.3 which smoothly reduces contribution from 5 to 0 degrees
Uh as for particles - one change in rtxdi:
// Set to a small value (~0.05) to bring back a little atmospheric
// tint on smoke/dust; the dial is intact.
const float kConsumerMultiplier = 0.0f;
....
return result * kConsumerMultiplier * edgeFalloff;
result will always be 0 .. thats why particles are black
๐
the gate kills volumetric contributions below a sun angle of 17deg
it was intended because in quite a few games, volumetrics kept being activated as if the sun were directly illuminating it. this was despite the sun being well below the horizon
your value makes a lot more sense
German engineering at its finest.
created issues for everything on gh
๐ thank you very much xor
๐ป ๐ฆ
(:
also found a way to only change sun volumetric influence instead of scaling it globally:
rtxdi\rtxdi-sdk\include\volumetrics\rtx\algorithm\volume_integrator.slangh around line 290:
// Sun radiance already includes phase function and proper scaling
// Just apply visibility attenuation (no PDF-based throughput like point lights)
vec3 sunRadiance = sunSample.radiance * vec3(visibility.attenuation) * volumeArgs.atmosphereSunVolumetricRadianceScale;
now onto full cloud coverage illuminating the ground at night ๐
Ground fog when
OH right. this is likely related to your star or moon settings for cloud illumination. setting either of them too high will illuminate the clouds, which tends to illuminate the ground too much
the star brightness default is a bit high, i saw it do things similar to this. but this should probably be fixed properly somehow. it's a pretty complex system unfortunately
Mh tried various star / sky / moon settings but it does not seem to come from stars nor the moon
the only setting affecting it is distant haze
Sparkles I'm booting up my old project soonish with remix plus when home https://discord.com/channels/1028444667789967381/1097339713062441031
๐ฅ

how strange
fix for clouds illuminating the ground at night https://github.com/xoxor4d/dxvk-remix/commit/84ebf83fda340665a915753b6140d92c40d35262
well i didnt get far
[16:48:14.461] warn: D3D9Texture2D::QueryInterface: Unknown interface query
[16:48:14.461] warn: 794950f2-adfc-458a-905e-10a10b0b503b
[16:48:14.461] warn: Sky may not appear correct: sky intermediate format has been forced to HDR while the original sky is LDR and no HDR sky replacement has been found!
[16:48:14.498] warn: [rtx-interleaver] Unsupported color0 buffer format (109), skipping color0
[16:48:14.553] warn: [RTX Terrain Baker] Terrain render target is of sRGB format VK_FORMAT_R16G16B16A16_SFLOAT. Instead, it is expected to be of linear format.
[16:48:15.796] info: [RTX-Compatibility-Info] Found a draw call to a non-primary, non-raytraced render target. Falling back to rasterization
[16:48:15.969] info: RenderPass GBuffer Raytrace Mode: Ray Query (CS)
[16:48:15.969] info: RenderPass Integrate Direct Raytrace Mode: Ray Query (CS)
[16:48:15.969] info: RenderPass Integrate Indirect Raytrace Mode: Ray Query (CS)
[16:48:15.987] info: XeSS: Activated successfully
[16:48:33.121] info: [RTX] Integrate Indirect Mode: ReSTIR GI - activated
[16:48:46.067] err: DxvkSubmissionQueue: Command submission failed: VK_ERROR_DEVICE_LOST
i'm SO happy to see the clouds integrated into a project. i spent a month straight on them
thank you for sharing (and for the fixes) 
driver crash
yea game froze mid load
select new game and bye bye
even tried loading a non modded save outside but nope
the clouds system is gonna look so fire in psychonauts 2
like here
(not remix but)
dang thats cool
i never played psychonauts
got gpt with codex but could only do 20 a month
trying to not use all usage this time
i'm trying to figure out a good name for the sky system
it's much more than the original sky now
atmos + nubis sky system isn't very catchy
Numos ๐
cirrus
i do want it to be a separate name from Atmos entirely because it's so much different now
hmmm
that one's not bad
i'm going to modify the screenshot function to save as PNG instead of DDS
thoughts on binding a hotkey for it?
would be nice
What we need is an rtx on off automatic slider like the videos /j
cleaned up some stuff with the sharc and pushed to the bear-sharc branch
what status do you think sharc is in
it works but it still needs to be cleaned up more
can't get the debug views to work for whatever reason
hope it being fully vibe coded doesn't mean performance/efficiency will get hampered
I mean it runs better than the restir gi and the nrc ๐คทโโ๏ธ
by a non insignificant amount
but likeeeeeee maybeeeee there's a little moreeee if we can tryyyy
how is it compared to importance sampled?
Maybe look at the SDK for help?
probs
you didnโt look at the sdk while making this implementation?
I did
got the debug views to display stuff finally
now the debug views actually work I think
What does this hash grid debug view depict exactly?
notice how the squares get larger the further away they are from the camera?
LETS GO
@heavy cradle do you plan on sending a pull request for sharc to the main remix branch?
if nvidia wants it
pleeeeease nvidia can you want it pleeeeeease
Itโs gonna be weird because NVIDIA had their own implementation, lol
that they be gatekeepin ๐
also doesn't minecraft rtx have its own infinite bounce solution like sharc or am i just crazy
Youโre crazy and SHaRC isnโt an infinite bounce solution?
i heard someone say minecraft rtx had fake infinite bounce
is that
Do you not see the spherical harmonics
They know how open source projects work, the question is will they roll it into the main version.
Judging off the old article, it seemed pretty complete
And itโs a part of the NRC Framework
So as to why it didnโt come with NRC, who knows
And none of them are allowed to confirm if itโs still in progress or coming
I do know it was said they donโt want to maintain a lot of indirect methods so it could be that
But SHaRC is such a must have
It provides Radiance Caching to all GPUs
Then they will probably understand if presented that way. Or they will be put into a position to respond
i dont think thats a good reason cause sharc is too good to pass up on
Well they probably didnโt see a point in supporting two radiance caches, especially you know, Remix being NVIDIA based
NRC probably mattered more to them
Shame cause i dont really like nrc
Main two issues is entering a dark room from a bright room causes the dark room to be bright for a few seconds
and sometimes nrc just panics and changes the colour of the gi
minor issue is indirect lighting updates being delayed
Sounds like a broken implementation
NRC is supposed to be really good
Especially being AI based
ya idk why it does that in remix
If anything, SHaRC is supposed to be worse, considering its Spatial Hashing and has no AI training
So if NRC ends up worse then SHaRC then itโs something wrong with the implementation
using sharc in minecraft radiant has no such issues
Then the problem is Remixโs NRC implementation
Ya, only issue that comes from sharc in radiant is you can visibly see the grid in multibounce reflections
also ya smth is really wrong with nrc in remix
ill try record my findings and create a github error report
hi plus remix

NRC and SHaRC look very similar side by side
so I think that's why the just opted for the NRC
ShaRC vs NRC
i wanna see those delicious fps numbers
(except sharc is lighter and is supported on all gpus)
I didn't show the fps numbers because I still need to optimize the implementation


