#Fallout 4
1 messages Β· Page 2 of 1
off topic but what would u say is a good hub to get LUTs?
U think the fandom isnβt that bad?
π€·ββοΈ
I would just make them yourself honestly
Im js braindead to their Fandom is all
how does rtx remix work on dx11
A wrapper that takes everything needed from the game and sends it to RTX Remix via an API (I think)
basically yeah
#1489456366765473892 message
think she said it was running at like 20 fps rn
but a lot of that has to do with stuff not being culled I think
she's only been working on it for like 2 days lol
fo4 culls aggressively
I think she might've stripped it out for rn
because you can't patch trace against stuff that's actively culled
if this was some free and open thing I'd help but i can see they are already charging money for it
where do i try this
nonsense. you aren't in a single Skyrim modding server as far as i can see
Cool! I am glad to meet someone who is present in every Skyrim modding server on the planet and is able to judge based on aggregated views of every single community
π
that's not the same thing
it's just temporary until it's complete. afterward it will be made free & open source as previously stated. i appreciate the offer though
the culling doesn't take effect because of the way this works
it's actually not culling anything
all cells are loaded
that's the biggest perf hit right there
did you publish the one that's ported over to xoxor's template?
assumed you hadn't π
lol
you're thinking of FNV i think π€
that's the only one of my mods i ported to the new setup
the FO4 mod doesn't use it at all
doodlum replied to a message related to fnv
oh oops
i didn't even notice
no i didn't release that one yet because it's a lot less stable
sorry π
it's okay lol
anyway, i have the doc about FO4's skinning ready. i've been reviewing it and have some ideas on how to approach the implementation
it is easily the most complex system i've seen for a game so far for Remix compat. given that getting FNV's working properly was a challenge, i'm a bit scared lol
it's also a bit harder doing this through the API
i may have to modify the dxvk-remix side of things again to make this a bit easier
so you're saying it'd be a waste of time to port Remix to Skyrim SE?
that was going to be my next project. porting this mod to it
if you are trying to use our work that's under GPL you'll get DMCAd
? i wasn't going to
i don't know what your problem is
and i'm only charging for the FO4 mod temporarily to help cover time and cost of developing this
i always pay attention to licenses and stuff with my work too
if i ported this it'd be completely independent from your work
-# gplv3 doesn't stop you from paywalling stuff either
either way, i don't see any reason i'd have to touch that source code
there was some stuff revealed by it that i hadn't even considered
it applies a color overlay for characters to provide the skin colors without additional textures
i'm so used to working with older games and their pipelines. using vertex colors for things like this instead of dedicated passes in shaders
is this a good or bad thing
it's another thing i have to manually parse and make work with Remix
so bad π
windows keeps breaking which is NOT helping
Ugh. DA:O's character creation was a doozy to figure out as well for the same reason.
aw π
i may have to look into modding the base game at this point to make it more compatible, instead of trying to parse everything as is
Hadn't somebody done that before, or am i mistakened?
Nukem was messing around with it, using a similar method to what i am
but it wasn't complete and faced a lot of issues
the idea is that because Fallout 4 and Skyrim SE aren't that different, i'd have an easier time porting the mod than someone else starting from scratch on it
ofc, the FO4 mod would also be open source by that point. so someone else could port it too if they wanted
first image shows just how much the game loads into Remix currently
this is using remix's freecam, not tcl in game
there is 0 culling happening outside of distant cells being unloaded in favor of LOD versions (which currently do not render)
(technically isn't culling anyway)
and that's with precombined disabled correct?
it is
it's a lot easier to parse things with that disabled
it's gonna be a pain in the ass to do it with it on π
good lol :p
the performance is so garbage with precombined disabled in vanilla lol
hopefully means that there might be more performance on the table if you can get working π
that's cute
@iron drumit's probably because that dood is part of the community shaders project. you are direct competition and you will be even more so if you actually go through making that Skyrim se mod, that's the only thing that makes sense to me
also a quick disclaimer I am not attacking anyone or disrespecting anyone
why does it have to be a competition? that's my thing lol
I don't know but that's the only thing that makes sense to me
yeah
i'd like my work to happily co-exist with everyone else's lol. i don't want to compete with anyone. but yes i think that makes the most sense given what happened
people can choose w/e they want. more options = better
like there's no need for threats π
I threatene you
Have a good time or else
Or else uhm uhn
Banned of of all social media
anyway in a more positive note the interior shots of the Vault and the furnace looks really great already
yeah i agree
AGX is too saturated compared to Hable in this instance too
though, i do need something between the Alyx and Uncharted 2 presets included for Hable
rn i'm just using the Alyx one
which of these settings should i be adjusting to achieve ^
I would start with
0.15 Shoulder Strength
0.50 Linear Strength
0.10 Linear Angle
0.20 Toe Strength
0.02 Toe Numerator
0.30 Toe Denominator
and I think there might be a "direct" mode or something along those lines under tonemapping mode
these look pretty nice. a bit bright but i think i just need to adjust eye adaptation
I pulled the numbers from fallout 4 renodx
assume they are the numbers the game actually uses
ahh lol
np
π€ now how do i go about getting the game's colors in real-time
like the luts?
holy shit lol
It looks like the game uses a 16 x 16 x 16 texture for the luts
this block is how the luts get applied I think
https://github.com/clshortfuse/renodx/blob/4eb0016de859d6065db4c28461add4b6203cc0f1/src/games/fallout4/15_tonemap_a_0x8024E8B5.ps_5_0.hlsl#L87
π if only those specular maps were working right for interiors
would i want to somehow integrate this directly into the tonemapper? or would it be like a separate post processing effect
(i know very little about tonemapping lol)
looks like they are linear luts that get appied right after the tonemapping
π thank you renodx gods

vanilla game
(slightly different time of day. hard to replicate)
might be worth looking at the game's brdf shader to see if there are any changes you can make to the pbr approximation stuff
in this case, it seems like these simply aren't being assigned roughness maps. they may be stored in a different way for these textures. i'll have to dump them manually and take a look
ahhh
β¨
the effects this is gonna have on the settlement system's lighting
i'm so excited lol
the vanilla game's lighting falls really really short there
that's siick
part of the workshop UI works!
fyi if you want the tonemapping to be even more accurate to vanilla you can try to pass this cbuffer instead of hardcoding it to 0.02
https://github.com/clshortfuse/renodx/blob/4eb0016de859d6065db4c28461add4b6203cc0f1/src/games/fallout4/15_tonemap_a_0x8024E8B5.ps_5_0.hlsl#L61
I was wrong
the luts are gamma 2.2
not linear
soooo how would i want to apply it then
it looks rlly good. golly
#1489456366765473892 message
make sure you look at this one π
v excited to see more
maybe someday they'll make transformer work with ray reconstruction (i know that there's a lot there)
that's already a thing π
DLSS 4's RR is a transformer
it's what i'm using there
So is the pbr transfer from game to remix "easy" is it like a topbr or moreso a direct connection
when Remix is running, it's pulling the texture information from the game's memory in real time (not from the files). it finds the albedo and assigns it to the parent mesh, then finds the normal map and converts it to octahedral format for Remix. then finally it finds the specular map, extracts one of the channels (iirc the G/green channel), inverts it, and assigns it as roughness
some of the meshes don't appear to have a specular map assigned though, which leads to them being ultra shiny
Aaah
after the tonemapping you'd want to encode to 2.2 gamma then apply the luts
i'd like to know: what state would you guys want the mod to be in before you sub for it?
if it's kinda "never" then i should prob give up on the subscription idea
When the mod is in a state where its easy to plug and play, if not a little glitch
But
Im subbed regardless so idk if I count
you do
you're subbed because you want to support us in general, not for the mod specifically π
Right
right now it is a simple drag and drop install, and you can run around in it and do a bunch of stuff. but you can't really play it yet
next release will be playable. skinned meshes, pip boy, single window instead of the dual window thing
Id say playable in the sense of being able to walk around rather than like
Playable playable
Testing for Unity rtx started eith little no geometry yet I had a blast testing that through stuff
So I think currently if I agai wasnt already, would subscribe to gain access for the sake of screwing around
Thats kina the goal for any game I try to do
Like if I can at least move around and see say
Abt 50 ish percent of things
You bet im gonna play through the entire game js to see wtv
my credits renew in ~40 mins. excited to work on the skinning implementation with all the new info we have
oh. well um. 98% of things are visible and work okay

only two things missing are glass/transparent objects and skinned meshes
Woaw
some meshes are misplaced. they're animated and that isn't working right yet. but that's it really
π maybe i misunderstood what people will consider playable. i just didn't want anyone buying it thinking it's like 100% playable and functional
Will this be the base structure for other dx11 games? (Sorry if I keep being pestery abt other games n such
dw. yes it will be. once i finish this mod i'm going to be stripping out all of the game specific stuff to make a template
anyone will be able to build on top of it
Nice
I'd be subbed now but cash is tight right now. soon...
god
the skinning implementation is a nightmare
did live analysis to verify some findings, some were wrong and had to be fixed. then multiple review agents to make sure that they were written correctly. addresses were wrong, so they had to be fixed. then a whole lot more
~3 hours of verifying later, i'm finally implementing
some
he turns upside down if i face him the other way
i don't know why
it's driving me nuts

Have you tried doing a RTX Remix capture and pointing the AI at it? That alongside a rough description about what was wrong helped in Dark Souls.
Make sure it actually looks at the bone data in the capture
hm. good idea
lol it just crashes when i try
Hmm, maybe do it in a smaller area?
no it's def the skinned meshes causing the crash
@wary marlin you got any idea what could be causing this behavior?
when the character is facing in the direction it loads in, they're positioned normally (albeit horribly distorted). turning around causes the limbs to become inverted. legs are on top, arms are below. even the face and torso rotate
i think i'm gonna have to stop working on skinning for now because it's wasting a lot of time and credits, i can't get any further than this. will 100% need help with it
If thee mesh is βheld togetherβ the matrices (bone and model to world) are properly referenced. It may be that they are not transposed at the right place, or the weights and indexes are not decoded properly, or the shader does extra shenanigans on verts.
Let me see if I can inspect the game myself.
float4 BoneOffsetCurrent; // cb12[35] - Current frame translation offset (x, z, y mapping)
Take a 3x4 matrix, transpose and add to the last row -BoneOffsetCurrent (float4 constant register 12)
Last row is a translation vector, so it makes sense that it adds an offset
(talk later, going out)
So it doesn't seem to do much with the bones, except that offset, and the fact that indexes are float value. The weird rotation could be because the bone matrix is not transposed ? (the 3x3 part of the matrix is rotation scaling). I can take a look at the code if you want, maybe I notice something.
new plan to prevent certain people from using my work against me:
- get Skyrim SE working in an alpha state alongside FO4, open source both at the same time
(doodlum muted me for 24 hours in his server for talking about this project, despite others and himself talking about it just fine)
keep in mind they use reinhard tonemapping for skyrim
What a baby
Holy meme
That's geniunely sad
i broke his rule about not talking about paywalled mods
i missed it
but i didn't even know it'd be an issue because he started the discussion of it there
π
Oh
Hm
Then it is technically fair ig
Sad nonethless
Did he outright muted you or at least gave a warning?
the way he went about it def wasn't fair. he conveniently left out that it'll be open source soon, and ofc i was muted so i couldn't defend myself
mute + warning
thankfully someone nice there forwarded info from me about it being open source soon and w/e
So at least you were vindicated in third person?
people were asking me questions about the FO4 mod btw. that's the only reason i was talking about it there
somewhat, yeah
Wait, so someone asked you about it, you replied, and he muted you?
Okay, yeah, that's geniunely pathetic
convo started by talking about texture work and how Remix functions. then someone asked about Fallout
Well, obviously you were trying to promote your commertical project in greediest way possible
π
Like no questions there, your honor!
I bet guy is just butthurt due to spotlight steal from his glory
So if you open source them indeed and will continue gathering convos - will be pretty fun
People were kinda like that when GTA 4 remix got tons of attention.
Xor had monitized his mod iirc and people got made about it.
Shouts out to the community members discussing it normally 
ya for sure. they were all really nice
i'd love to talk with them more tbh
kinda hard to now though
I bet for most players and many modders it's just new and improved stuff they can play with
Yeah, this was an unexpectedly warm welcome
But indeed some mod creators get overprotective about, I dunno, vibe of their own little corner?..
Remix has mostly been alienated by original games' communities
Well, I can quite well feel frustration from mods being paywalled
Considering how much that goes against long-standing spirit of modding
But one thing is paywalled mod
And other is patreoned ultra early access which is openly stated to going free when it's near being ready
like π
i have put so much work into making this happen, and i'm the only person working on it
i need financial support to make it happen
wtf is wrong with that
i want to make it open source when it's ready/usable
Honestly - I see it less about financial support
And even so my personal opinion is that people are entitled to do whatever they want as long as they're in line with the law
And more about not showing clearly unready thing to the wide world
Entitled - sure
I think Luke Ross was being shitted upon because of paywalling unfairly. The actual issue is thay his mods are shit lol
But it doesn't authomatically make it good or even neutral
no i def need financial support to make it ready to show to the world
You saying that paywalling is inherently bad?
Bad is probably excessive
But paywalling generally ready and comitted mod is questionable IMO
Having free mod + patreon is much more suitable, but can imagine this bringing MUCH less
And in-dev examples are obviously different beast
imo it's kinda messy. this is someone's work. if they want to charge for it to support developing more mods, i don't see anything wrong with that. it does take a lot of time to develop things like this, and not everyone is in a stable enough situation to dedicate time to it without additional support
the SEUS PTGI dude did this, then when he stopped developing mods he made them all free
I have nothing against paywalling again if it doesn't violate the rights of others
If the product is good then great
If it's not then oh well
That's probably what I am having problem is
Equalising mods to product
well, it's a lot of work put into it. so w/e
personally i wouldn't charge for a mod that's complete/not being developed anymore
but i can see why people do if it brings them steady income
It's just that mods are so inherently unique phenomenon for gaming, and they have such a long and rich history
And just equalising them to product diminishes that
I donβt think it's really fair to decide what a mod should be on modders' behalf
can't say i agree with this. the way i think about it is: would these mods even exist if they weren't able to be funded in this way? imo it's better to have it in one form than not at all
That's a fair argument too, yeah
On a semi-irrelevent note, Sonic Ether somehow still has 918 paid members on patreon.
And it goes hand in hand with having free mod + patreon or paid EA
like, as someone who does NOT have steady income and has struggled with being poor their whole lives... the concept of making money doing something i love is really enticing and i'd love to have that kind of position
Oh absolutely
Situations where money influx is literally make it or break it for mod are quite different IMO
that is indeed my situation
if i hadn't received donations for my software dev work, it wouldn't exist either
if i had charged for it, i'd have prob 5x the amount lol
And as I said - at least for me paid EA is quite different from paid mod period
In any case, that's just a humble opinion of some rando)
i wish i wasn't already being harassed over it π
Let's be honest - you aren't harassed over it
π€

i don't understand
A person can deside for themselves whether they are being harassed or not
What kind of gaslight is this
I mean that the real reason for harassment is hardly paid status IMO
Like, it doesn't look that way for me
Just someone was glad they fould a public reason for that
Ah, you mean they are just using that as an excuse to treat Kim the way they are.
ah
maybe yeah
doodlum's behavior definitely feels like harassment to me atp
and some others have gotten on me about it too
oh no you're trying to get paid for your work...
the horror
One of the reasons why I think it is important to hold a strong personal stance regarding such things
People are sheep sadly
Common sense must be valued
You've put a non insignificant amount of time and money into this already so putting behind a payway for early testing isn't unreasonable and if anything is smart because the people willing to pay for beta software are probably going to be more helpful in testing than the average user
Not just that - putting out early work for public view can be quite detrimental
People on average just DON'T understand what "work in progress" means
So it's either paywalled EA or just literally waiting for it to be ready before announcing
Honestly yeah, we've had an absolute disaster of a review on Painkiller RTX ModDB π
Second one is definitely much sadder
exactlyol
Motivation alone would be in shambles most of the time
The Fallout 4 mod is now free in my server: https://discord.gg/nwtGYKrV
niceee
but why tho?
thought you wanted to make it fully compatible before making it free?
no one was subbing, so i was essentially gatekeeping the mod for absolutely no benefit 
i hope someone will help with it now
it's closed source still. won't be too long before it's open source though
if anyone plays it and tests, please give feedback and report bugs
okey
i'd prefer it if that was done in my server in the proper channels though π
I agree completely. I remember him being an arrogant prick to a couple people in the original Skyrim LE post when everyone else just wanted to help. I would just block him and move on, that's what I did. No need to take shit from that guy.
some of these people get super offended just for asking questions. i say its their fault for revolving their lives around video games, and a single old one at that
Totally agree!
currently backporting the improvements from skyrim to fo4
ehe
first render with the new pipeline
see that? 60 FPS. and it's rendering FAR more than it did before while having more than double the FPS
we have moved mostly away from F4SE now
it just doesn't provide most of the info we need
this... unfortunately also means that this mod will be locked to one version of the game unless i do RE again on a new update. so lets π that they never update the game again π
that ram usage tho
prob has a shit ton of stuff running
other than the game
idk I'm pretty sure the Skyrim compatibly mod pulls about those same numbers with just it running...
oh no
they update shit so randomly
hope they don't do it again
||there's def gonna be a update this year||
probably ππ«©
yeah the game is only using ~10 GB
textures are fixed
yay
That is actually really good. No CPU bottleneck, almost a full 60 FPS at full resolution... you love to see it.
ohh right
the best part about this rendering method is that i can turn the combined meshes back on
woww. even less cpu bound now and more LODs render
i never thought i'd see FO4 Remix at 60 FPS like this with all of it rendered...
Let this be a lesson to you the next time you doubt yourself!
Truly magnificent. The boundaries continue to be pushed back
damn fallout 4 remix probably running better than halo now lol
Honestly this may make me re look at my modlist that i put on pause for a few months! If I can finnaly throw away enb that'll be lovely
can you share your workflow (new pipline) how to tell the ai agent what do to? how to explain to him exactly that i want to make my game patch traced etc? its so hard to explain it to him with each game π
where did the black levels go
oooooh
ehehe
β¨
i'm so happy! it's coming along SO well now
and it's running so much better than it used to
now that we have alphas working for foliage, perf is a bit lower unfortunately. but they can be replaced later with real meshes
so much is being rendered
just to give you guys an idea: right now culling is completely disabled. it's rendering basically the ENTIRE map and it's still sitting around 20 FPS here. with culling it'll be a lot more performant
@iron drum
i'm sorry, i'm so tired/fatigued right now that i can barely even work on this, let alone write up info for that kind of thing
if you can tell us what game it is, i'll try tomorrow or later tonight
its so crazy how far we come i remember in 2023 everybody still tried to make half life 2 rtx remix stable π₯Ή
π₯Ή good times
Need to update a lot more games now because there's like a few dozen of incompatible games working
i did have it looking prettier than this, animated + reflections + transparency. but it had a lot of very strange issues with reflections, so i decided that i'm just gonna replace it in the toolkit instead
That looks like the water normal texture
no this is what i did intentionally
m
time of day is hooked up
weather isn't gonna be fun. i pretty much can't do it right now unless i manually expand CR's sky implementation
i guess i should focus on implementing culling now
there are some issues right now with object positioning
most are fine, but more minor objects (those you can normally place in the settlement builder) lose their transforms and positioning
it seems like they use a different method for storing their positioning vs the normal world objects π
oof
π
Can objects be repositioned in toolkit?
I imagine it's because fallout using the havok system
For nifs
Like this
Havok is messy
okay
i think i'm going to clean up the repository for FO4 and Skyrim and make them public soon
i'm gonna need help finishing it up
β¨ repo is cleaned up
turning off precombines fixes it almost entirely
unfortunately it looks like we're going to have to go back to that
NV is already fully playable except for some issues with fake shadows
i'm sure you guys are tired of seeing the same areas over and over
it's a good test though
this is with the completely reworked plugin. almost all of the code was rewritten or modified to be more efficient
also this game is a rare case where RR is actually worse in most ways
Interesting, how so?
Smoothes over things too much?
lots of flickering mainly. the textures in fo4 have enough detail that it confuses RR a lot it seems
also all of the alpha cutouts for trees, RR erases most of the branches on them
so interesting to see fallout 4 working with remix i havent used remix in along time ngl last games i tryed were like JC2 and like command and conquer renengade lol and i dont even know how to install remix into anything nowadays i was using some method of dragging files into a game and doing it that way.
how does the main boston area run
holy loaded assets batman
vanilla game would crawl there
with precombines on, around 50-60 FPS believe it or not. this is with them off though because it's causing some weird issues with object placement
this was closer to 30 FPS
placement ?hmm. I wonder if that's just a vanilla issue or something. I assume you are running the game as close to vanilla as possible right? anyways This is from the PRP repair pack FAQ.
" What is PRP?
The Previsibines Repair Pack is a full rebuild of the game's precombine meshes and occlusion information to lower draw calls, cull duplicate references, and** fix placement errors** that the unofficial team cannot fix without disabling them."
might be worth a shot installing to try to see if that fixes the issue...
yeah
i was just about to try that actually
alsooo
the REALLY neat part about using the remix api is that just about every mod you can imagine for fo4 will be directly compatible, with the exception of graphics mods
even UI mods should work
yeah i noticed that with Skyrim. super sick
i have a new build for you guys to play with
will share it in ~30 mins
well
i'm really angry
i forgot this new version of FO4 was a thing. maybe that's the issue u were having @hidden pond
this mod was made for the "next gen update" but not the ridiculously priced new version
if you have the new one then it wouldn't work
god...
i guess maybe i should update it
since like 90% of the mods require it now
#1490217004408246313 message
invite for anyone who hasn't joined: https://discord.gg/FA6U2wCHxy
v0.0.2 is released
uh... wait I don't think I tried fallout 4 and your mod yet. Skyrim I tried but havent tried f4 yet. was waiting for the back port of the recent stuff you did.
I still have the old version of fo4 installed before the AE update atm. when it dropped I heard it broke a shit ton of mods so I was waitng for mod update before even hitting update on steam. good to know 90% the mods have updated though. I'll prob move to AE in that case.
Yeah that's cool . just for a refresh: Skyrim started refusing to run the last version of the mod I tried but yeah.
The more I see Your work though makes Me feel that it might be worthwhile to go the API route for most games that are supported by huge modding communities due to how compatible going that route seems to be compatible with mods.
meehhhh
there are so many drawbacks to using this method
if there was a different one available, i'd absolutely be using it instead
the FFP conversion mods are hard enough. this is like 10x harder π
i suppose it could be worth it in very specific circumstances
it's just so difficult
We're gonna need a bigger AI!
they are already nerfing 4.7 a bit. not much but it's noticeable
i wanted to try gpt 5.5 but i don't have access to it
Bethesda left "function=Always" in NiAlphaProperty for half of FO4's alpha-cutout assets, vanilla DX11 hides it with a hardcoded discard, Remix's path tracer doesn't, and the surfaces render solid. ONE LINE of override, fixes the whole class.
fuck you bethesda
this took 2 days to fix
.
that's fixed now
next: attempt once again to fix object positioning
no space left or i would test the new build @iron drum
@iron drumI don't know if they're willing to work with you but I suggest you might want to reach out to Asciimov they seem to know a lot about the creation engine and have released a lot of Mods that modify and fix some core issues with both Skyrim and Fallout 4
that's a good idea
i just am hesitant to bring anyone else on the project when my health is so poor. i don't want to cause them issues by not being available to discuss things
thanks to @hidden pond
That reminds Me: You should be able to gain full control over the "fake" light that Beth uses for the night GI. In Morrowind it is called Light 6. This is the light you should see at night that is the shadow caster/light source that is detected by remix at night and is prob not currently synced to that moon I'd assume right? You can then attach that light to your procedural moon/make it follow it's orbit. You can also Make Your moon follow the original light source as well but if it's again like any of beths other games, it's gonna make for some interesting orbit path for your moon ,So you are better off doing this if all of the above is true: Gain full control over the light and attach it to your moon. Find the games billboards for the moon and make your moon sync to that. Attach the vanilla "GI" light to your moon and now you have everything synced.
atmos night sky?
You can see how I did all that in the repo I think, most of that is wrapper side I think so the other repo but I do have a better detailed doc on what I did for Morrowind I can dm you though if you want it that might have the full details.
yes β¨
i reworked the moon system and some of the variables to make it more tweakable per game. but otherwise it's all @hidden pond's work
Mostly Claude's work and it's all heavily based on the frostbite paper from Your original PBR sky implementation and a few other resources/papers. I can just prompt pretty good I guess and have a basic grasp of how stuff works instead of asking for " gta 6 please"
Protip: always asume your AI is gaslighting YOu btw.
that's where it's implemented rn, it's not pushed yet though
I'm just glad it seems it wasn't very hard for You to separate it from the Morrowind stuff I did. It's def not a super refined system yet and there's def room for improvement but as as base I'm really surprised it all turned out as good as it did. π
i'm getting the moon and stars connected up as a proof of concept for fo4
making sure the API connections all work properly in plus
you did a good job with it, dw! most of it was easy to separate
@hidden pond π they kept the TES moon names for FO4
lmfao
I love this studio lol
they must say to their devs "if it isn't broke don't touch it, like at all. Not even renames." absolute jenga tower of a engine prob would collapse if they changed the moon name really.
You should come work on MW after so you learn the DNA of this shit lol. prob take everything you could learn forward through the iterations of the engine for remix usage.
β¨
forgot how bright fallout 4's nights are
yeah they are basically as bright as day in vanilla. Always played with the Darker Nights mod on the darkest preset.
On moonlit nights, the nights should be brighter. Are you working on rendering stars and clouds?
Stars are in. I just did a cloud System though that can be used.
finishing up the star/night sky implementation
okay
night sky is pushed. working on the clouds now @hidden pond 
there is a minor issue rn with the night sky stuff. the stars and milky way simulation need more things to tweak
@hidden pond amazing work
i'm gonna rework it to have more depth and more options, but as is it's pretty versatile
clouds in regular dxvk remix when
well, this fork (remix plus) is meant to be easy to maintain. so it doesn't need to be in normal remix. plus with how pwerformance intensive a lot of the sky stuff is, i don't think they'd want it?
Yeah I think I from now on what I'll do is spec into a design philosophy that keeps that in mind when adding features from now on that might end up ported.
anything specific You want or need with it currently?
fallout 4 clouds?
i'm enhancing it currently. making the clouds volumetric, adjustable samples per ray, etc.
the baseline cloud implementation is already in my fork btw
thanks to goku yus
yeah it's pretty impressive for a near one shot. I haven't had much time to add anything to it though. just committed it barebones just to get that far into it at least.
if you add anything else, could you base it on my latest commits please? it'll be a lot easier to add in
ah nice they were able to translate fallout 4 clouds into remix?
sure can! and is what i'd perfer. teamwork makes the dream work
these clouds look so natural
is this all procedurally generated?
better then that. I added procedurally generated clouds
How much performance do they consume?
none I don;t think. very cheap.
in my sample i went from 15 FPS to 13 FPS by turning it on
what method did u use?
One minute. I'll get the details.
these are not volumetric. they're almost like 2d planes
still looks good
How do they look at sunsets? In Fallout 4 they turn orange and it looks really beautiful.
it does
but at longer distances it does kinda fall apart imo
i think they might react to light, like how clouds look around edges
but yeah looks decent as is
hang on, don't do anything until i finish the volumetric version because it'll do this automatically
it'll directly react to the sun and sky color
yeah I mean later. like 12 hours or longer for sure. got a wicked headache
doesn't do that yet
No worries. That's what community is for!

my goal is to get a basic volumetric version in that doesn't cost too much more than the existing system. if that's not possible then i'll include an option to use the current version
like the method u used?
i wonder how many cloud techniques there are out there for vulkan
i hope volumetrics work, so we could see those beautiful god rays
Not much, but something that could help to partially cover it would be large clouds.
found a paper that said it would do volumetric clouds fast but turns out its just volumetric clouds rendered in datafarms then streamed to ur game
π
terrible
you guys should add a weather system with procedually generated tornados and stuff
π r u tryin to kill us
Maybe...
biggest problem is efficiency of volumetrics in path tracing vs a normal renderer
also the way the sky works is very separate from the normal game world afaik
it would be incredibly difficult to connect it naturally for things like tornados
same problem for godrays π
why not have it done thru raster? i dont see why we couldn't combine PT and raster effects, even if its not technically accurate to IRL
that's a lot easier said than done
compositing results would work, but they would mess with upscaler or some other thing
goku has been doing great work with the sky stuff. he'd probably manage to pull this stuff off π
i just can't
Current cloud features
- FBM-based procedural clouds at a configurable altitude (default 3 km)
- Weather-driven coverage, smoothly interpolated during weather transitions
- Wind-driven UV scrolling with configurable speed and direction
- Sun lighting: Lambertian diffuse core plus Henyey-Greenstein silver lining
- Cloud self-shadowing via 4-tap Beer-Lambert along the sun direction
- Cloud ground shadow: overcast weather dims both NEE sun sampling and the
atmospheric color throughgetTransmittanceToSun - Night mode: clouds lit dimly by Secunda (weighted by phase) plus a faint
airglow floor so overcast nights aren't pitch black - Horizon fade to hide the sphere tangent line
- Atmospheric extinction: sun reaching the cloud top is attenuated by the
samegetTransmittanceToSunpath used everywhere else, so golden-hour
clouds automatically pick up the warm tint - Full UI: every parameter exposed as a live slider under
Sky Tuning - Works in all three
evalSkyRadiancecall sites (primary, direct-NEE,
indirect-bounce) without per-pipeline tweaks
The cloud layer is rendered procedurally
from hash-based FBM noise that was already in atmosphere_common.slangh for
the moon surfaces and galactic band. No new textures, no new bindings, no
compute pass. Works in every evalSkyRadiance call site
(geometry_resolver.slangh, integrator_direct.slangh,
integrator_indirect.slangh) automatically.
π
just hope adding in raster techniques isn't out of the question if its easier/performs better
and hopefully this is all solved preferably by march 2027
DAYYUM
should be possible
i did notice some issues with the ground shadows. they don't work for me, but that could be a problem with my port
i hope with the ability of 2d clouds being generated, it means there's a way to add in your own cloud textures
but it's pretty amazing already
IES next
also everyone should look at decima's clouds https://drive.google.com/file/d/0B-D275g6LH7LOE1RcVFERGpkS28/view?resourcekey=0-P04mYcVQ1lDPdn7FDunEIw
like oh my god im gonna cry
does the current cloud implementation follow naturally occurring cloud shapes or types?
we'd have IES by now if remix had a plugin system ong
one day we'll have a system for devs to easily implement new features/techniques like unreal or blender
we will have Remix AI do all the remixing for us
they will never do clouds this pretty
ngl decima should just give me their volumetric cloud code
again decima should just give me their cloud code
someone implemented it in vulkan
there's no way this isn't rendered
nah i dont think, geometry looks video gamey with the lighting
doesn't have a license, otherwise i'd take a crack at it
@hidden pond did you cite the papers you used as sources in the code? that's important to do
what about this https://gitee.com/jett-rot/Project-VolumetricCloudRendering
iamlivehaha/Project-Marshmallow.git: Vulkan-based implementation of volumetric clouds base from the paper "Efficient Real-time Volumetric Cloud Rendering using a Hybrid Sparse Voxel-Noise Cloud Model"
Meh wait a year and AI will be able to one shot full volumetric clouds like from the frostbite paper or w/e the heck else we want.
uh. 50/50 chance on that. Where should I add that to anyways? never did this sstuff before really to this depth.
should be in the comments at the top of the code
it's important because when implementing code based on papers, licensing is iffy/messy
its a shame i see stuff like this cause it looks so cool but they never credit what papers/code they were using https://www.patreon.com/posts/139879553
same with MC shaders
like dont be gatekeepin u can tell us
on it.
these are the two papers I supplied the AI with at the start of the project. The frostbite one most people that followed CR's work on the Atmos sky probably already seen that one seen before.
needs a little more detail, a little too "blurry" looking
i'll add it in
better?
maybe a little more depth also
can't do that without it requiring more samples, which does harm perf
Cant wait to add this into fire watch
-# once everything renders right
I think they look a little squashed, I think that makes it look weird in the background
I got it all added to the code now and ready to push to My repo with the proper credits citations, You want me to still wait?
How do they look with fog?
they are actually volumetric, just with some limitations imposed intentionally to keep performance sane
again not something that can really be fixed without making this run at like 5 FPS
you can go ahead and i'll cherrypick it
ty
because they change color from the sun more now, they also change the color of the landscape more too
everything has an orange-y color to it now
is it planned to have the clouds in the distance slightly curve/lower in height?
prob be able to fix that somehow
cause curvature of the earth
no that's a good thing
ah lol
can try it
no clouds in the same scene
it looks so much more natural with them omg
@gaunt stratus look what we did! goku implemented the base system and i gave it a bit more depth
i'm gonna work on optimizing it now and getting it to look a bit more natural
But how does it look with fog? To see if that helps the background.
what paper did u use for the clouds?
fog isn't working properly in FO4 rn
it's custom code based on the code goku implemented. no paper used for this step
Is this banding pattern supposed to be here? Or an older version of fBM clouds
that's probably just from it sitting on the same exact frame for like 5 mins
dlss gets artifacty when that happens
ah ok
nice, though they look very squished? almost the same issue as my implementation. I think they're not interacting with the remix camera correctly
π
it's only squished because having them deeper harms performance more (it requires more samples to look okay)
are we sure? even flat 2d clouds shouldn't look compressed like that
maybe its could be the 2d clouds being given depth?
this is how it looks without the added depth
@gaunt stratus this was the pure 2d implementation
yes
and yes i'm sure
i tested it

perhaps they need to curved around the atmosphere because it literally looks like a completely flat 2d plane
its very off-putting
π u should read the chat
curvature is already planned, these are not 2d, they're voluemetric and ray marched
guh now im confused, so y'all are doing two different implementations?
ah nvm i think i get it
the biggest problem rn with higher depth amounts is that the cloud shape up higher does not change
no, i built on top of the 2d implementation
the 2d implementation I'd intended to be a steeping stone to something bigger and better eventually anyways really. just a stop gap for now.
2d one looks great
Yeah, I also think that 2D would allow for the easy creation of other types of clouds.
or we could ask decima nicely for their clouds
the voluemtric system already allows for this, it's fully configurable. it builds on what goku did for the 2d system (which allowed for different types too)
i'm trying to refine it
ig cuz you guys prefer 2d rn i'll add it back in as an option (if i can find a way to without harming perf at least)
more options the better for sure.
hope you're able to take concepts from other more refined papers/implementations of 3d volumetric clouds if u want this to be the base choice of volumetric clouds in remix
technically we can feed it any paper/concept really
you guys are being kinda harsh for something that's an initial implementation
Don't take it as people being harsh. I can bet that everyone here greatly appreciate your work. Take it more as people being honest
Volunetric clouds are based and volumetric clouds in Remix are triple based!
But there is some banding present. Dunno if clouds themselves or actual accumulation error
Nothings final though really. Nothing wrong with criticism. Nothing worse then a yes-man.
might be discord or just the screen shot. If HDR was on it will do that banding when going to png.
no i appreciate criticism, now i'm implementing fixes based on it. like curvature, depth, etc.. i do want it to be better
but like 4 people piling on and not even reading the chat before pointing out the same flaw over and over was pretty frustrating
it'll be ready in an hour or so
there's no banding on my screen when I'm playing anyway. but most videos and screens of the render and it usually has banding from what I noticed. discord compression makes it even worse I think
current additions:
- curvature
- change in cloud shape for depth
- better blurring between layers so higher sample count isn't as necessary
- improving performance
the banding was def just from it sitting for 5 mins on the same frame
your implementation is pretty much perfect as is
I mean, I know there are limitations, but I don't know exactly where they begin.
i've documented the current limitations somewhere...
think its in clouds.md on the test branch on my repo. should have that listed I think
only CR mentioned the lack of curvature and dan was only asking questions, none of us want to pile on you dw we all understand ur doing this in your free time and we appreciate it and that this is only early beginning work
you and goku are appreciated for the work thats being done
π₯
yes, i apologize if i sounded harsh
all I got say is I'm thankful to CR for the sky in the first place. With out that work I would not have been able to produce anything of value. CR is the real hero here In My eyes.
owner role for CR
Yeah, that makes it much prettier.
yeah
what currently influences it? just the sun? they look uniformly grey-ish
gotcha
i think it's from the shadow related stuff
(cloud shadows affect the game world)
it seems to be tinting the clouds a bit too heavily
hehe
new rendering solution. no more layers. only 3 samples here (as opposed to 12 samples in the image from ~10 mins ago). looks just as good i think
well, a bit noisy. but 5 samples would fix that
the clouds.md file should have some stuff about the shadow and transmittance implementation in a bit of small detail.
i want you to make the volumetric clouds simulate IRL by tomorrow β€οΈ
no, next 3 hours π
No now
so obviously vanilla clouds are prettier. they have the advantage of well... being made by someone who knows this stuff a lot better (and it is just images anyway)
Could you blur it a little to mask the noise?
just increased the samples to 5. perf is basically the same, and noise is gone now
They look pretty good in the base game, but I don't know what happened to them in Far Harbor.
far harbour has it's own weather I think. Should be able to be handled though. prob has something special they need to be flagged or something.
Might just need to hook it up to sync to the games weather data. I assume it's just on a single "preset" currently for the implementation or is it already hooked? should be the same process aswhat I did for morrowind really if you want to pull the data
i already got the hooks for all of the weather states. just need to make custom configurations for each
and uh
it'll be ~30 weather types iirc π
this is vanilla btw. they were just saying vanilla far harbor clouds looked bad
lol omg holy shit I though it was the sky stuff just bugging out. .. wtf lol. Yeah I use weather mods anyways so My experience with what the vanilla fh weather looks like has faded apparently
i'm collapsing a lot of the shaders that were added for this, they kinda murdered performance. should help quite a bit
then i'm gonna try to fix the cloud colors
@hidden pond are you able to test the build for this by chance? i wanna see if the perf is good for you
I'm away from My Rig for a bit but I can when I get back. Might be a few hours though Idk.
π« no worries
Wawa

ah right i forgot to update
i'm testing it in other games to make sure it works properly
it's just not as realistic
i thiiink it's in a good enough state to publish now?
@hidden pond ur opinion? since u made the original β€οΈ
All that's missing is the fog. it doesn't work in the current runtime version, or does it just need to be connected to the game?
I'm sorry about earlier. a lot of shit has been happening and I'm really struggling to do anything right now
it's not a runtime issue, it's just an issue with FO4
fog works in fnv. fog is more of a per game tweak and I didn't feel like messing with it tbh. maybe tomorrow
The original fallout 4 clouds have clouds at different altitudes, so there's like a composition layer that's making it feel more natural
I need to change out the noise type to allow for bigger variation in cloud size and density
and allow height variation ya
Yeah it looks great to Me! Could always return to it later as well to fine tune it as well if You aren't fully happy with it. It is not exactly a boring system to work on after all imo.
β€οΈ
i'm working on expanding it right now. adding height variation, a different noise implementation to break it up a bit more... and kinda maybe directly referencing the Nubis paper and copying a lot of stuff 
I kinda pushed this out the door yesterday. I wanted to just get the base into Sparkles hands. We could do a multi layer cloud system. I have a whole doc of ideas ready to go to try to put in action.
to list a few:
A. Multi-Layer Cloud System (Dynamic + Static)
- Static cloud heightmap (procedural or from .cld if available) for large-scale form.
- Dynamic turbulence (3D noise + time) for movement, driven by a simple wind vector (configurable speed/direction).
- Layering: at least 2 layers with different altitude, opacity, and scatter contribution.
- Tunable via UI: coverage, drift speed, turb strength, layer offset.
- Generic value: works for open-world or 3D environment hosts.
B. More Celestial/Celestial Events
C. Time-Of-Day Color Gradient & Ground Albedo Influence
D. Atmospheric Pre-Integration with Remix Light System
E. Star/Galaxy Parallax & Field Depth (Optional, Low Cost)
G. Day/Night Transition Blending (Dusk/Sunrise)
H. Exposure / Tonemapping Integration
Nice! lol You love this thing don't ya ?
π
a lot of my projects require this to be complete, so that's part of it. but the other part is that it's just nice to work on something new. i've been focusing on FO4 and Skyrim for over a month now and i'm tired
yeah makes perfect sense.
the current volumetric system costs about the same as your 2d system did, after a bunch of optimization
it has a lot of options too
like a toonnn
there's more than this now actually
hell yeah. nice work. I'm just getting on the move today right now but I'll be def talking a good look shortly
As it stands though I think You have it in a good spot. The sky needed this. Perfection can be achieved later.
this version is on github already (not built, just the code). i'm working on the nubis version rn locally
will post pics of that soon
btw, having more stuff for the night sky would be amazing. i expanded the options and moon system already, but i dont' seem to be particularly good at working on that part of it π
i like ur ideas for it here. one of the main things i wanted to add was star clusters, differences in star size, and more things like that. also the current stars don't like to render with RR, only normal DLSS
Star clusters have been on My mind since the first build.
I think what I'm gonna do is integrate/backport what you have into what I'm doing while keeping the morroind specific stuff I am doing so we can keep parity kind of.
I see You hit the m_staged bone thing . Rare club of remixers that have hit that.
I went full nuclear on that one. 2048*2048...
π€
very ambitious, hope there's information out there to make working on this easier
so u dont just have to solve everything on ur own
It's all proven techniques I think. I'm not inventing nothing new... I don;t think anyway.
There's a reason all this worked the first shot I fired after all. all based on real proven tech.
ya ya ik i just mean i hope u use as much useful info out there as possible
Yeah for sure. My current workflow is that do a reserch dive on my own , I'll study the stuff Myself first before I even ask the AI anything. Then I'll do a grill session with it so we are both on the same page of what I understand ,what I want, how I want vs what is actaully deliverable realistically given the scope. The AI is relentless in this loop and will quickly temper any unrealistic expectations I had at this point on what is possible vs impossible.
do the clouds cast shadows?
yes
muuuch better
Looks too dense and unrealistic. Kinda like that smoke box demo
Talking about this
This looks very natural
more coverage, less density?
I always wondered which exact properties of real-life clouds give them that streaky distribution, with occasional harder lines ect
Density variations?
Never seen it simulated in volumetric clouds, only painted on 2D ones, so must be very untrivial stuff to implement
Might need to take a page out of Nubis, they seem to have naturally occuring cloud formations figured out
Also those bloody birds...
How much ammo I've spent in younger years trying to take them down!
Yeah, this feels much nicer to look at. Previous screenshot had more heavier formation. Is it possible to have darker colour variations added in later?
For some reason always believed that I was just too inaccurate to get them
IIRC that doesn't work even against ground crows
prb not no
Those can be shot tho, and give juicy 1xp each
And sometimes do a funny fountain of blood out of thin air
I just wished the color of the sunlight impacted the color of the clouds more
here's a bit of it
should be possible
now that i have all these new settings, i need to optimize again 
which one
the left one
1st
and what about this one
best mix of both?
it's literally the middle setting between them so yeah
that's illegal!
jk
probably unrealistic for realtime but I really like how these clouds look.
yeah there's no way we're getting that with this unless we want like 3 FPS π
live leak of Sparkles prompts
"claude, simulate the universe as a feature for Remix plus"
π₯Ί
RemixHumansβ’
I'm praising Your work if that's not apparent by the way. β€οΈ


i appreciate it lol. i was really depressed yesterday, i'm sorry about that. and i appreciate the support a lot π«
wanna see somethin trippy
i forgot to make the moon interact with the clouds. so it's acting as if the sun were still there even at night
classic new vegas smh
lol ah yeah I think i did something simular. was like a nuke went off.
Accidental but very stylized look to it
Kind of like old music videos
could be used intentionally though for an area like the Glowing sea.
uncolored aurora borealis
customizabile aurora borealis is on my list of todo's
fixing some bugs. namely shadow casting from clouds is broken rn, and some sliders don't work. after that's done i'll work on optimization again
this new simulation increased the perf hit by another 6%
Working on gaining parity with the current state of the system in Remix Plus now.
remix premium when
after the cloud system is finished, i'm going to rebase remix plus to get these perf improvements
but it's gonna hurt
yeah i did some cherry picking from there the other day as well.
what happened to dxvk updates in the github updates channel?
bot died
bot died, nightraven runs it and he hasn't been around for a while
legit saw him typing in this very channel here today..
like within since I logged in for sure
π
Remix pass
imagine having to buy it in v bucks
I'm really surprised Nvidia has not done anything with the M_staged bones yet. Pretty sure CR did a bug report a year ago on it, Mark def has been brought to attention on it and E-man.
M_staged bones?
Yeah by default remix has space for 256 objects skinned with 256 bones each. this tends to be much to low for some games. I encountered it in Morrowind as npc;s have about 15-20 bones EACH. you can see how this would be a issue once you go to a large populated area. It's looking like most beth games will trigger this at some point. It's value was only chosen by Nvidia I think because it's the DXVK default.
it just crashes lol
the bridge crashes to desktop
on the vanilla state of the games you'll rarely hit it though I think maybe the largest of population centers . But once you start adding mods it's over.
in fnv it's exceeded without mods...
yeah that tracks
lovely lol
yeah I've been doing it for about a year
wondering if i should offer remix plus as an option in the downloader when it gets stable enough
doesn;t mess anything up
π€ that was interesting to read
yeah
2048*2048 is waht I have mine set at. that is the max though I think.
IIRC it just crashes if you go beyond that. havent had any issues at the max though.
wished I could drop my remix fork and just use remix plus lol
some crazy mods out there with a shit ton of bones on skinned objects...
it's prob possible really to merge what you need. It's not like you are trying to switch to a completely diff platform. Remix is Remix at the end of the day.
why wouldn't you?
remix plus needs caustics before that happens
god damn it are you reading My todo list!
hemry was working on restir pg iirc
tone is a bit off there... that's a joke that you hacked my pc
how do you know?
oh it was PT
It did, but it was very laggy and not fully implemented.
hmmm
well
with all of these additions we're looking at significant performance hits unfortunately. idk if it's worth adding all of these things if it won't even be playable
Making certain things toggable should help, if possible.
prob more optimzation that can be had too. this was rapid development.
Well cherry picked Your new stuff and My build works fine seems to run about the same as what I thought the other build was doing. Oh My God the amount of settings lol. You've outdone yourself sparkles. awesome job.
PEAK
PEAK
PEAK
#github-updates broke ig
and for clouds do you plan on using irl image references?
IDK man at this point I think sparkles is cooking so well I won't even need to. I might move on to caustics lol
night time is almost entirely fixed with the cloud system
really needs them crepuscular rays
it's on the list.
There's also weird blocky artifacts around 0:30 which i don't know if from compression or not.




