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

2527 messages ยท Page 3 of 3 (latest)

velvet bear
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are you using claude opus4.7?

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I can clearly feel that 4.7 has gotten dumber over the past few days. When it first dropped, it completely blew me away.

opal rain
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it's so much worse than it used to be

velvet bear
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But now I can really feel that its ability to maintain and connect context has gotten noticeably weaker.

velvet bear
wide kelp
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how is that even allowed

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r u paying the same?

opal rain
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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

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so i couldn't get a refund for it

velvet bear
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I think they are occasionally stealth-swapping the model for an older version from time to time, while still charging the exact same fee.

opal rain
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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

clear sandal
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Yeah, it deleted our entire source for psychonauts 2 right after getting the camera matrices and rendering a triangle

clear sandal
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Yes

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Lol

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Or like

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The source for the mod*

wide kelp
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ya ya

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thats horrible

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is deleting code language model's next "can't count how many Rs are in raspberry"

clear sandal
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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?"

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And we checked and yep it was all gone

opal rain
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๐Ÿ˜–

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that happened to me once with opus 4.6 when it was really really shit

heavy cradle
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oh it was broken in cr's original build.

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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

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might not be 100% fixed but it is much closer

velvet bear
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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.

opal rain
velvet bear
opal rain
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odd

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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

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i'll look into this when i'm able to, but i'm glad there's some kind of mitigation for it already

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i managed to partially fix the decal + volumetric glowing issue at sunset btw

solar knoll
opal rain
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i think my next project will be trying to reduce the ghosting of remix's volumetrics

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๐Ÿ˜ฎโ€๐Ÿ’จ

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glowing alphas are fixed

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this is how it looked in FNV before

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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)

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if anyone has a game they can test this in with subsurface scattering configured for foliage, i'd appreciate verification that this works

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gonna commit and push this in a few

hot orchid
heavy cradle
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๐Ÿ‘€

opal rain
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greattt

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so you have the problem too PensiveCowboy

hot orchid
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idk how fix?

heavy cradle
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-# that wasn't introduced by my stuff was it?

opal rain
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no

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idk wtf could be causing it

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@clear sandal had it in roblox too

heavy cradle
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cloud shadows?

opal rain
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.

opal rain
hot orchid
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yes

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no

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wait

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Can I not have every single shader compile every single time?

hot orchid
heavy cradle
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what was the last commit you were on before you updated?

hot orchid
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Very weird. The sky brightness is set to 0 and physical atmosphere is turned off

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The whole scene is lit up

hot orchid
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The original CR implementation

heavy cradle
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. _.

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that's a lot of commits lol

hot orchid
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well it should just work regardless

heavy cradle
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does disabling the clouds fix it?

hot orchid
heavy cradle
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oh

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lol

velvet bear
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Just discovered another bug in remix plus. Does anyone experience similar situations where shaded area are not lit up correctly?

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comparison pictures

hot orchid
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that ain't a bug, bro

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That's a fix

velvet bear
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a fix?

hot orchid
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There's more than enough ambient light in the scene to illuminate that area

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It shouldn't be that dark

opal rain
velvet bear
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The second picture is what i expected the scene to be

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it just doesn't make sense. The area should not be that dark.

opal rain
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you're confusing tf out of me

hot orchid
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elaborate

opal rain
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what commit is it specifically? it's in the about menu

hot orchid
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like 30 minutes ago

opal rain
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mm

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unfortunately i don't have any time to put into debugging further

velvet bear
# opal rain try turning off volumetrics

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.

opal rain
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is that legacy fog then or something?

hot orchid
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Hard cutoff

velvet bear
opal rain
opal rain
velvet bear
opal rain
# hot orchid removed them manually

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

hot orchid
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But the clouds remain weird

opal rain
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i see

opal rain
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i've never seen that lol

hot orchid
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I've messed with the z-up/lhc modes

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Works well other than that

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love the gi here

heavy cradle
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like the new set of tonemapping options too?
(:

hot orchid
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very mucch

heavy cradle
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nice

hot orchid
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we love gt7

heavy cradle
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really thought the gt7 option would be more popular lol

opal rain
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i think i found the issue for the broken shading

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the None preset is very borked and used defaults that no longer function properly

gilded path
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It's using distance terrain somehow

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Or can the clouds be rendering upside down

heavy cradle
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Y up I think

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in the game setup section

hot orchid
heavy cradle
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is it not?

hot orchid
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Plus, based on the freecam, I know that the controls aren't inverted

opal rain
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it got deleted i guess

grim dagger
runic robin
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=

opal rain
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bugs fixed today:

  • decals and volumetrics glowing weirdly at sunset (or just in general tbh)
  • None preset for weather led to corrupted graphics (@clear sandal letting you know what you ran into is now fixed)
  • something else that i forgot
opal rain
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i want to rebase to upstream maybe once per month. does that sound reasonable? prevents major bugs

heavy cradle
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ya

opal rain
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-# plus i won't go crazy as quickly

hot orchid
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What is a rebase and how does it improve my life?

opal rain
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has a high chance of borking things

opal rain
opal rain
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i have no idea

hot orchid
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Great

opal rain
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sorry

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i can't troubleshoot without having the game and stuff, and even if i did, i don't have the time rn

hot orchid
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Greater

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I'll try to figure something out

clear sandal
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amazing

heavy cradle
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feel like remix plus might need a more robust color grading solution

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what would you guys want / need from that?

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stuff like tint and color temp would be pretty nice

brazen sluice
heavy cradle
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technically you are supposed to grade ontop of agx

opal rain
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i'd be fine with that

heavy cradle
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sick

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I'm probably going to retool the lottes also

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should look the same

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but I want all the settings like contrast, midgray in / out, exposure all in the color grading section

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probably will rename lottes to Hue Preserving Reinhard or something too

hot orchid
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okay

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@opal rain

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I want to build the plus runtime

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What do I need to do before building and after cloning?

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Because my god, the last time I tried, so much shit was broken

opal rain
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it's much easier than Nvidia's repo rn. i also have custom build scripts

hushed comet
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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.

grim dagger
hushed comet
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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.

opal rain
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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

hushed comet
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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.

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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.

carmine lintel
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FSR 3.1 when

opal rain
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if something is in high enough demand i can do this myself. it's just not something i like doing

fading glen
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Is there a way to fix the visible distance layering?

opal rain
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not as of right now. i need to try to change the way it's sampled to fix it

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you can increase the tiling to help, but it will make the clouds smaller

fading glen
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sadge

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seems that the shadow artifacts I get stem from cloudShadowStrength .. it even affects indoor areas for some reason .. might be another binding issue?

opal rain
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ah shit i never tested indoors with it. that's gonna be a nightmare to resolve

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@fading glen are you talking about this issue?

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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

fading glen
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using clear seems to fix it with groundshadow 1 so will pull your fix

opal rain
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well

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that slider was an attempt to get cloud shadows affecting landscapes and such. so when there are overhead clouds, it will cast a shadow

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however, i didn't think to test it indoors stupidly. so it's casting a shadow in your interior

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that's also why clear fixes it

fading glen
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ah true

opal rain
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for now i suppose set the slider to 0

fading glen
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yea will have to do so for each preset since I'm going to use presets with blending

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did add support for setting an absolute value for blending instead of relying on blend duration

opal rain
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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

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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

fading glen
hushed comet
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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.

hushed comet
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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.

fading glen
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moon0.elevation0

opal rain
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got a fix for the layer issue

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pushing as experimental fix

fading glen
opal rain
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๐Ÿ”ฅ omg that's amazing

fading glen
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still some stuff to iron out but works pretty good already green_fire
running into an issue where remix is blocking some vars like transmission because they are blocked by user.conf for some reason

opal rain
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๐Ÿ™ 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

solar knoll
fading glen
hushed comet
# fading glen correct - there is no gi tho

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.

fading glen
hushed comet
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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.

gilded path
gilded path
fading glen
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its used to load the comp mod yea

gilded path
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i was wondering what the interface was

fading glen
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oh the trainer you mean? Thats liberty legacy trainer

gilded path
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yea

hushed comet
opal rain
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no adverse effects?

hushed comet
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Don't seem to be nope

fading glen
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issue #2 - fogSunVisibilityGain is not exposed in imgui even tho your commit msg says something about an exposed knob

opal rain
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zero_think must have gotten borked when i moved it from my FNV testing branch to main

opal rain
fading glen
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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 ๐Ÿ˜‚

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1m transmittance on atmos vs 1m with actual distant light

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oh I think the rtxdi submodule was not up to date

fading glen
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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" ๐Ÿ˜„

hot orchid
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(I might be stupid and might have left particle quality to low)

fading glen
hot orchid
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welp

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That's an issuue

fading glen
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not sure if that is also caused by particles (nah I think this is something else)

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(rain / gust particles are floating around in the scene)

opal rain
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i don't like hacky fixes

fading glen
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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

swift jackal
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Liberty Hill

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๐ŸŒ

opal rain
grim dagger
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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

fading glen
opal rain
fading glen
opal rain
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i guess i'll have to change the approach the sun uses then

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that explains a lot of the issues tbh lmao

fading glen
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so that custom disk sun is not contributing to volumetrics at all

hot orchid
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It's hopeless

opal rain
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like i have screenshots of it working

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maybe i was sampling it differently on the cloud side

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my brain is fried rn

fading glen
opal rain
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from @heavy cradle

grim dagger
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were the submodules reinitialized when switching to my RTXDI fork?

fading glen
hot orchid
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Any real lights affect particles normally

grim dagger
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my poor atmos sky ๐Ÿฅ€

fading glen
# hot orchid It does, I know that

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

opal rain
opal rain
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changing it to a real direct light source seems to be the best approach, so i'm probably just gonna do that

grim dagger
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huh? it's working on my remix-plus'based fork just fine

opal rain
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i meant your original sky version before it was ported to remix plus

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but that's interesting

fading glen
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where exactly is that disk based sun code located?

opal rain
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๐Ÿ˜” i have to go, sorry. hopefully CR can help

fading glen
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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?

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Changing it makes no difference whatsoever

grim dagger
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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

GitHub

Garry's Mod x64 specific changes for RTX Remix. Contribute to sambow23/dxvk-remix-gmod development by creating an account on GitHub.

fading glen
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mhh sun influence seems to work fine on the 1.4.2 release so not sure what went wrong

heavy cradle
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think I just got a working sharc implementation working in remix plus

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jumped from 89 fps to 100 fps on the second mission in halo

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restir gi vs sharc

grim dagger
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any visual bugs?

heavy cradle
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I haven't seen any

grim dagger
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๐Ÿ‘€

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this would be huge for BetaRT

heavy cradle
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(:

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I've only played around a few in minutes in Halo but I think it's just working lol

opal rain
heavy cradle
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now everybody who wants sharc has to use remix plus

grim dagger
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๐Ÿ˜จ

runic robin
heavy cradle
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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

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gonna eat and then do some more testing

grim dagger
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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

heavy cradle
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No idea

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I was joking about what I said earlier

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If it actually works I'd happily work with the nvidia folks to get it into main

opal rain
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this is an unfortunate side effect of it

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when i made remix plus, it was meant for experimental features that Nvidia would likely never accept

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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

heavy cradle
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that's actually really smart lol

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sectioning off the changes so it's easier to rebase

opal rain
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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

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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

grim dagger
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fair ig

heavy cradle
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looks like sharc is working in hl2 rtx also

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restir gi vs sharc

heavy cradle
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played around a bit more and it seems like it just works

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also might be easier to pr into main then I thought

heavy cradle
carmine lintel
carmine lintel
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I'm assuming this is built on latest Remix?

runic robin
carmine lintel
heavy cradle
carmine lintel
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I gotta rebase anyway to latest

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good thing I updated FSR

heavy cradle
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I'm going to talk to the nvidia folks tomorrow about getting it merged into main

runic robin
carmine lintel
heavy cradle
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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

carmine lintel
heavy cradle
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lol

heavy cradle
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wonder if markov chain path guiding would be easier to implement now since the hash grid stuff is already implemented because of sharc ๐Ÿค”

carmine lintel
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are we able to adjust the Voxel settings in your implementation?

heavy cradle
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I don't have anything exposed for that no

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also just realized the imgui is a little funky lol

carmine lintel
heavy cradle
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-# was so excited that it was working that I forgot to check that

carmine lintel
heavy cradle
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I think we should treat it as experimental until we've all done more testing

carmine lintel
heavy cradle
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ah lol

heavy cradle
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only took me 6 claude sessions and a few hours to implement

carmine lintel
heavy cradle
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._ .

runic robin
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Xess but no fsr is maw maw maw maw maw maw maw

carmine lintel
runic robin
carmine lintel
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SHARC in Artemis is building, wasn't that hard to adapt

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next step would be getting it into P2 RTX

runic robin
runic robin
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Not TI isforme catthumb4sad

carmine lintel
runic robin
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Ill give you ALL my data INCLUDING SSN if thats what it takes

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Ill give you my mothers maiden name, place of birth, latest adress, whatever you want

opal rain
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blobcatdance great work hmm

heavy cradle
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the dark souls lighting engine guy said it was pretty straight forward to implement so I decided to just do it

carmine lintel
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he said it was important for performance

heavy cradle
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honestly wasn't expecting a performance boost at all lol

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just thought it would look better

carmine lintel
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it's basically a replacement for importance sampling

grim dagger
runic robin
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๐Ÿ‘ด

grim dagger
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(haha this joke is so funny i cannot wait to hear it 10K more times steamhappy )

runic robin
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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

grim dagger
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๐Ÿฅฑ

carmine lintel
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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

heavy cradle
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lmaooo

carmine lintel
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Portal RTX doesn't work for some reason

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gonna try another Steam game (since we have access to private ones, lol)

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ok so RTCW works

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weird

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SHARC doesn't seem to just like Portal RTX

fading glen
#
  // 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

hot orchid
fading glen
# hot orchid 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

fading glen
#

@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

fading glen
#

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

opal rain
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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

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your value makes a lot more sense

hot orchid
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German engineering at its finest.

fading glen
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created issues for everything on gh

opal rain
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๐Ÿ™ thank you very much xor

heavy cradle
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(:

fading glen
#

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;
gilded path
fading glen
#

now onto full cloud coverage illuminating the ground at night ๐Ÿ˜‚

opal rain
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i def never had that. wtf

gilded path
#

Ground fog when

opal rain
# fading glen now onto full cloud coverage illuminating the ground at night ๐Ÿ˜‚

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

fading glen
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the only setting affecting it is distant haze

gilded path
opal rain
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๐Ÿ”ฅ

fading glen
gilded path
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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

opal rain
# fading glen

happy 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) blobheart

gilded path
#

select new game and bye bye

#

even tried loading a non modded save outside but nope

clear sandal
#

the clouds system is gonna look so fire in psychonauts 2

#

like here

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(not remix but)

gilded path
#

dang thats cool

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i never played psychonauts

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got gpt with codex but could only do 20 a month

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trying to not use all usage this time

opal rain
#

i'm trying to figure out a good name for the sky system

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it's much more than the original sky now

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atmos + nubis sky system isn't very catchy

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Numos ๐Ÿ˜†

heavy cradle
#

cirrus

opal rain
#

i do want it to be a separate name from Atmos entirely because it's so much different now

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hmmm

opal rain
opal rain
#

i'm going to modify the screenshot function to save as PNG instead of DDS

opal rain
#

thoughts on binding a hotkey for it?

heavy cradle
#

would be nice

clear sandal
#

What we need is an rtx on off automatic slider like the videos /j

heavy cradle
#

cleaned up some stuff with the sharc and pushed to the bear-sharc branch

wide kelp
heavy cradle
#

it works but it still needs to be cleaned up more

#

can't get the debug views to work for whatever reason

wide kelp
heavy cradle
#

I mean it runs better than the restir gi and the nrc ๐Ÿคทโ€โ™‚๏ธ

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by a non insignificant amount

heavy cradle
#

sharc vs restir gi

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getting 16 fps higher lol

wide kelp
carmine lintel
heavy cradle
#

probs

wide kelp
heavy cradle
#

I did

heavy cradle
#

got the debug views to display stuff finally

heavy cradle
#

now the debug views actually work I think

swift jackal
#

What does this hash grid debug view depict exactly?

heavy cradle
#

notice how the squares get larger the further away they are from the camera?

wide kelp
wide kelp
#

@heavy cradle do you plan on sending a pull request for sharc to the main remix branch?

heavy cradle
#

if nvidia wants it

wide kelp
carmine lintel
wide kelp
#

also doesn't minecraft rtx have its own infinite bounce solution like sharc or am i just crazy

carmine lintel
wide kelp
#

is that

carmine lintel
wide kelp
brazen sluice
carmine lintel
#

I do know it was said they donโ€™t 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

brazen sluice
wide kelp
carmine lintel
#

NRC probably mattered more to them

wide kelp
#

Main two issues is entering a dark room from a bright room causes the dark room to be bright for a few seconds

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and sometimes nrc just panics and changes the colour of the gi

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minor issue is indirect lighting updates being delayed

carmine lintel
#

NRC is supposed to be really good
Especially being AI based

wide kelp
carmine lintel
#

If anything, SHaRC is supposed to be worse, considering its Spatial Hashing and has no AI training

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So if NRC ends up worse then SHaRC then itโ€™s something wrong with the implementation

wide kelp
carmine lintel
wide kelp
wide kelp
#

ill try record my findings and create a github error report

grim dagger
#

hi plus remix

grim dagger
heavy cradle
#

so I think that's why the just opted for the NRC

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ShaRC vs NRC

wide kelp
wide kelp
heavy cradle
#

I didn't show the fps numbers because I still need to optimize the implementation