#Fallout 4

1 messages Β· Page 2 of 1

heavy pine
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Uhhhh

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I dont mind homestuck

brittle oar
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off topic but what would u say is a good hub to get LUTs?

brittle oar
modern hedge
heavy pine
shadow prawn
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how does rtx remix work on dx11

lucid mesa
modern hedge
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basically yeah

modern hedge
shadow prawn
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does it run like shit

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cause we already have rt and pt in skyrim

modern hedge
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think she said it was running at like 20 fps rn

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but a lot of that has to do with stuff not being culled I think

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she's only been working on it for like 2 days lol

shadow prawn
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fo4 culls aggressively

modern hedge
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I think she might've stripped it out for rn

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because you can't patch trace against stuff that's actively culled

shadow prawn
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if this was some free and open thing I'd help but i can see they are already charging money for it

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where do i try this

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nonsense. you aren't in a single Skyrim modding server as far as i can see

modern hedge
raven flame
shadow prawn
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oh you were quoting

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other guy is in places

raven flame
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πŸ‘

iron drum
iron drum
iron drum
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it's actually not culling anything

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all cells are loaded

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that's the biggest perf hit right there

modern hedge
iron drum
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that's the only one of my mods i ported to the new setup

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the FO4 mod doesn't use it at all

modern hedge
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doodlum replied to a message related to fnv

iron drum
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oh oops

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i didn't even notice

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no i didn't release that one yet because it's a lot less stable

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sorry πŸ˜…

modern hedge
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it's okay lol

iron drum
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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

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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

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it's also a bit harder doing this through the API

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i may have to modify the dxvk-remix side of things again to make this a bit easier

iron drum
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that was going to be my next project. porting this mod to it

shadow prawn
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if you are trying to use our work that's under GPL you'll get DMCAd

iron drum
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? i wasn't going to

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i don't know what your problem is

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and i'm only charging for the FO4 mod temporarily to help cover time and cost of developing this

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i always pay attention to licenses and stuff with my work too

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if i ported this it'd be completely independent from your work

modern hedge
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-# gplv3 doesn't stop you from paywalling stuff either

iron drum
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either way, i don't see any reason i'd have to touch that source code

iron drum
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it applies a color overlay for characters to provide the skin colors without additional textures

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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

heavy pine
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is this a good or bad thing

iron drum
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it's another thing i have to manually parse and make work with Remix

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so bad πŸ˜”

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windows keeps breaking which is NOT helping

heavy pine
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danm

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bleh

acoustic grotto
iron drum
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aw πŸ™

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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

final siren
iron drum
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but it wasn't complete and faced a lot of issues

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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

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ofc, the FO4 mod would also be open source by that point. so someone else could port it too if they wanted

iron drum
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first image shows just how much the game loads into Remix currently

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this is using remix's freecam, not tcl in game

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there is 0 culling happening outside of distant cells being unloaded in favor of LOD versions (which currently do not render)

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(technically isn't culling anyway)

modern hedge
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and that's with precombined disabled correct?

iron drum
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it's a lot easier to parse things with that disabled

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it's gonna be a pain in the ass to do it with it on 😭

modern hedge
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good lol :p

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the performance is so garbage with precombined disabled in vanilla lol

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hopefully means that there might be more performance on the table if you can get working πŸ™

iron drum
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that's cute

fossil comet
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@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

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also a quick disclaimer I am not attacking anyone or disrespecting anyone

modern hedge
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why does it have to be a competition? that's my thing lol

fossil comet
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I don't know but that's the only thing that makes sense to me

modern hedge
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yeah

iron drum
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people can choose w/e they want. more options = better

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like there's no need for threats 😭

heavy pine
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I threatene you

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Have a good time or else

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Or else uhm uhn

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Banned of of all social media

iron drum
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silly

fossil comet
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anyway in a more positive note the interior shots of the Vault and the furnace looks really great already

modern hedge
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the hable was the right choice I think

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vanilla looks a little washed out at times

iron drum
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yeah i agree

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AGX is too saturated compared to Hable in this instance too

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though, i do need something between the Alyx and Uncharted 2 presets included for Hable

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rn i'm just using the Alyx one

iron drum
modern hedge
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and I think there might be a "direct" mode or something along those lines under tonemapping mode

iron drum
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lmao

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as soon as i clicked Direct it crashed

iron drum
modern hedge
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I pulled the numbers from fallout 4 renodx

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assume they are the numbers the game actually uses

iron drum
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okay yeah Direct is broken

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i might have broken it when i ported it

modern hedge
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ahh lol

iron drum
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definitely looks better than before

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ty

modern hedge
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np

iron drum
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πŸ€” now how do i go about getting the game's colors in real-time

modern hedge
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like the luts?

iron drum
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yeah

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w/e it uses for the color tinting

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and how would i want to apply it in remix?

modern hedge
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holy shit lol

iron drum
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1000x better lol

modern hedge
iron drum
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😠 if only those specular maps were working right for interiors

iron drum
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(i know very little about tonemapping lol)

modern hedge
iron drum
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πŸ™ thank you renodx gods

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vanilla game

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(slightly different time of day. hard to replicate)

modern hedge
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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

iron drum
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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

modern hedge
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ahhh

iron drum
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✨

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the effects this is gonna have on the settlement system's lighting

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i'm so excited lol

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the vanilla game's lighting falls really really short there

modern hedge
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that's siick

iron drum
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part of the workshop UI works!

modern hedge
modern hedge
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the luts are gamma 2.2

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not linear

iron drum
old fog
iron drum
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#1489456366765473892 message

make sure you look at this one πŸ˜†

old fog
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v excited to see more

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maybe someday they'll make transformer work with ray reconstruction (i know that there's a lot there)

iron drum
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DLSS 4's RR is a transformer

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it's what i'm using there

heavy pine
# iron drum ✨

So is the pbr transfer from game to remix "easy" is it like a topbr or moreso a direct connection

iron drum
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some of the meshes don't appear to have a specular map assigned though, which leads to them being ultra shiny

heavy pine
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Aaah

modern hedge
iron drum
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i'd like to know: what state would you guys want the mod to be in before you sub for it?

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if it's kinda "never" then i should prob give up on the subscription idea

heavy pine
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When the mod is in a state where its easy to plug and play, if not a little glitch

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But

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Im subbed regardless so idk if I count

iron drum
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you do

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you're subbed because you want to support us in general, not for the mod specifically πŸ˜†

heavy pine
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Right

iron drum
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next release will be playable. skinned meshes, pip boy, single window instead of the dual window thing

heavy pine
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Id say playable in the sense of being able to walk around rather than like

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Playable playable

iron drum
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oh

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well it's already like that

heavy pine
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Testing for Unity rtx started eith little no geometry yet I had a blast testing that through stuff

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So I think currently if I agai wasnt already, would subscribe to gain access for the sake of screwing around

iron drum
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it is fun to mess around with right now

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seeing areas in new lighting and all that

heavy pine
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Thats kina the goal for any game I try to do

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Like if I can at least move around and see say

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Abt 50 ish percent of things

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You bet im gonna play through the entire game js to see wtv

iron drum
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my credits renew in ~40 mins. excited to work on the skinning implementation with all the new info we have

iron drum
iron drum
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only two things missing are glass/transparent objects and skinned meshes

heavy pine
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Woaw

iron drum
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some meshes are misplaced. they're animated and that isn't working right yet. but that's it really

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πŸ˜” maybe i misunderstood what people will consider playable. i just didn't want anyone buying it thinking it's like 100% playable and functional

heavy pine
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Will this be the base structure for other dx11 games? (Sorry if I keep being pestery abt other games n such

iron drum
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anyone will be able to build on top of it

heavy pine
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Nice

hidden pond
iron drum
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god

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the skinning implementation is a nightmare

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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

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~3 hours of verifying later, i'm finally implementing

iron drum
rustic compass
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We are making progress

iron drum
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some

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he turns upside down if i face him the other way

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i don't know why

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it's driving me nuts

rustic compass
lucid mesa
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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.

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Make sure it actually looks at the bone data in the capture

iron drum
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lol it just crashes when i try

lucid mesa
iron drum
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no it's def the skinned meshes causing the crash

iron drum
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@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

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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

wary marlin
wary marlin
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float4 BoneOffsetCurrent; // cb12[35] - Current frame translation offset (x, z, y mapping)

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Take a 3x4 matrix, transpose and add to the last row -BoneOffsetCurrent (float4 constant register 12)

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Last row is a translation vector, so it makes sense that it adds an offset

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(talk later, going out)

wary marlin
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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.

iron drum
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❀️ thank you

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yes it's likely that it's not being transposed properly

iron drum
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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
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(doodlum muted me for 24 hours in his server for talking about this project, despite others and himself talking about it just fine)

modern hedge
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keep in mind they use reinhard tonemapping for skyrim

iron drum
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anyone here mod Skyrim?

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should i do AE or SE?

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doing AE because that's what i own

raven flame
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That's geniunely sad

iron drum
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i broke his rule about not talking about paywalled mods

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i missed it

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but i didn't even know it'd be an issue because he started the discussion of it there

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πŸ˜”

raven flame
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Hm

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Then it is technically fair ig

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Sad nonethless

raven flame
iron drum
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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

iron drum
iron drum
raven flame
iron drum
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people were asking me questions about the FO4 mod btw. that's the only reason i was talking about it there

iron drum
raven flame
iron drum
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yes

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3 people were talking with me about it

raven flame
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Okay, yeah, that's geniunely pathetic

iron drum
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convo started by talking about texture work and how Remix functions. then someone asked about Fallout

raven flame
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Well, obviously you were trying to promote your commertical project in greediest way possible

iron drum
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πŸ˜”

raven flame
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Like no questions there, your honor!

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I bet guy is just butthurt due to spotlight steal from his glory

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So if you open source them indeed and will continue gathering convos - will be pretty fun

final siren
lucid mesa
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Shouts out to the community members discussing it normally blob_green_heart

iron drum
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i'd love to talk with them more tbh

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kinda hard to now though

raven flame
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I bet for most players and many modders it's just new and improved stuff they can play with

tame kestrel
raven flame
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But indeed some mod creators get overprotective about, I dunno, vibe of their own little corner?..

tame kestrel
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Remix has mostly been alienated by original games' communities

raven flame
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Considering how much that goes against long-standing spirit of modding

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But one thing is paywalled mod

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And other is patreoned ultra early access which is openly stated to going free when it's near being ready

iron drum
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like 😭

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i have put so much work into making this happen, and i'm the only person working on it

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i need financial support to make it happen

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wtf is wrong with that

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i want to make it open source when it's ready/usable

raven flame
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Honestly - I see it less about financial support

tame kestrel
raven flame
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And more about not showing clearly unready thing to the wide world

tame kestrel
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I think Luke Ross was being shitted upon because of paywalling unfairly. The actual issue is thay his mods are shit lol

raven flame
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But it doesn't authomatically make it good or even neutral

iron drum
tame kestrel
raven flame
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But paywalling generally ready and comitted mod is questionable IMO

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Having free mod + patreon is much more suitable, but can imagine this bringing MUCH less

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And in-dev examples are obviously different beast

iron drum
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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

tame kestrel
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I have nothing against paywalling again if it doesn't violate the rights of others

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If the product is good then great

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If it's not then oh well

raven flame
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Equalising mods to product

iron drum
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well, it's a lot of work put into it. so w/e

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personally i wouldn't charge for a mod that's complete/not being developed anymore

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but i can see why people do if it brings them steady income

raven flame
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It's just that mods are so inherently unique phenomenon for gaming, and they have such a long and rich history

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And just equalising them to product diminishes that

tame kestrel
raven flame
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Sure

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And as I have said - I don't see it as inherently bad

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Just... A bit sad?

iron drum
raven flame
final siren
raven flame
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And it goes hand in hand with having free mod + patreon or paid EA

iron drum
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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

raven flame
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But dam, just imagine if They Hunger was paid back in the day!

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Prepostreous!

raven flame
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Situations where money influx is literally make it or break it for mod are quite different IMO

iron drum
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that is indeed my situation

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if i hadn't received donations for my software dev work, it wouldn't exist either

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if i had charged for it, i'd have prob 5x the amount lol

raven flame
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In any case, that's just a humble opinion of some rando)

iron drum
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i wish i wasn't already being harassed over it 😭

raven flame
iron drum
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πŸ€”

tame kestrel
raven flame
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It's just a justification

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Just too shiny work in wrong corner of the net

iron drum
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i don't understand

tame kestrel
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A person can deside for themselves whether they are being harassed or not

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What kind of gaslight is this

raven flame
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Like, it doesn't look that way for me

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Just someone was glad they fould a public reason for that

acoustic grotto
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Ah, you mean they are just using that as an excuse to treat Kim the way they are.

iron drum
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ah

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maybe yeah

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doodlum's behavior definitely feels like harassment to me atp

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and some others have gotten on me about it too

modern hedge
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oh no you're trying to get paid for your work...
the horror

tame kestrel
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People are sheep sadly

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Common sense must be valued

modern hedge
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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

raven flame
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People on average just DON'T understand what "work in progress" means

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So it's either paywalled EA or just literally waiting for it to be ready before announcing

tame kestrel
raven flame
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Second one is definitely much sadder

raven flame
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Motivation alone would be in shambles most of the time

iron drum
karmic river
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niceee

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but why tho?

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thought you wanted to make it fully compatible before making it free?

iron drum
karmic river
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i hope someone will help with it now

iron drum
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it's closed source still. won't be too long before it's open source though

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if anyone plays it and tests, please give feedback and report bugs

shell cedar
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okey

iron drum
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i'd prefer it if that was done in my server in the proper channels though πŸ™

shell cedar
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roger

thin swallow
dire canyon
iron drum
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currently backporting the improvements from skyrim to fo4

iron drum
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ehe

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first render with the new pipeline

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see that? 60 FPS. and it's rendering FAR more than it did before while having more than double the FPS

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we have moved mostly away from F4SE now

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it just doesn't provide most of the info we need

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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 πŸ™ that they never update the game again 😭

shell cedar
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that ram usage tho

river shadow
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other than the game

hidden pond
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idk I'm pretty sure the Skyrim compatibly mod pulls about those same numbers with just it running...

cosmic urchin
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they update shit so randomly

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hope they don't do it again

hidden pond
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||there's def gonna be a update this year||

cosmic urchin
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probably πŸ™ƒπŸ«©

iron drum
iron drum
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textures are fixed

heavy pine
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yay

iron drum
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fully GPU bound too ✨

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✨ optimization

heavy pine
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woaw

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✨

acoustic grotto
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That is actually really good. No CPU bottleneck, almost a full 60 FPS at full resolution... you love to see it.

iron drum
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ohh right

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the best part about this rendering method is that i can turn the combined meshes back on

iron drum
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i never thought i'd see FO4 Remix at 60 FPS like this with all of it rendered...

acoustic grotto
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Truly magnificent. The boundaries continue to be pushed back

modern hedge
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damn fallout 4 remix probably running better than halo now lol

iron drum
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πŸ˜…

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trees are sad but... look! LODs

silk anvil
oak quest
# iron drum first render with the new pipeline

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 😭

hidden pond
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gif tutorial of my workflow.

iron drum
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so

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✨

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got LODs fixed some

gaunt stratus
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where did the black levels go

iron drum
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it's the volumetrics causing issues rn

heavy pine
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oooooh

iron drum
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ehehe

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✨

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i'm so happy! it's coming along SO well now

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and it's running so much better than it used to

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now that we have alphas working for foliage, perf is a bit lower unfortunately. but they can be replaced later with real meshes

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so much is being rendered

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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
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if you can tell us what game it is, i'll try tomorrow or later tonight

oak quest
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πŸ«‚ ok totally understandable thank you goat πŸ«‚

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the game is Witcher 2

iron drum
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✨

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it only took 10 hours 😭

oak quest
# iron drum water

its so crazy how far we come i remember in 2023 everybody still tried to make half life 2 rtx remix stable πŸ₯Ή

iron drum
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πŸ˜… yeah

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and the spreadsheet we had back then blobmiau

oak quest
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πŸ₯Ή good times

rustic compass
iron drum
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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

shell cedar
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That looks like the water normal texture

iron drum
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no this is what i did intentionally

iron drum
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m

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time of day is hooked up

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weather isn't gonna be fun. i pretty much can't do it right now unless i manually expand CR's sky implementation

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i guess i should focus on implementing culling now

iron drum
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there are some issues right now with object positioning

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most are fine, but more minor objects (those you can normally place in the settlement builder) lose their transforms and positioning

heavy pine
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ooh

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is it because they are custom

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?

iron drum
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it seems like they use a different method for storing their positioning vs the normal world objects πŸ™

heavy pine
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oof

iron drum
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😭

shell cedar
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Can objects be repositioned in toolkit?

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I imagine it's because fallout using the havok system

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For nifs

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Like this

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Havok is messy

iron drum
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okay

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i think i'm going to clean up the repository for FO4 and Skyrim and make them public soon

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i'm gonna need help finishing it up

iron drum
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✨ repo is cleaned up

shell cedar
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was nv fixed?

iron drum
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unfortunately it looks like we're going to have to go back to that

iron drum
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i'm sure you guys are tired of seeing the same areas over and over

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it's a good test though

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this is with the completely reworked plugin. almost all of the code was rewritten or modified to be more efficient

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also this game is a rare case where RR is actually worse in most ways

raven flame
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Smoothes over things too much?

iron drum
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lots of flickering mainly. the textures in fo4 have enough detail that it confuses RR a lot it seems

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also all of the alpha cutouts for trees, RR erases most of the branches on them

astral sapphire
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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.

iron drum
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😊 lod trees are fixed now

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working on these decals next

iron drum
gaunt stratus
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how does the main boston area run

hidden pond
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holy loaded assets batman

gaunt stratus
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vanilla game would crawl there

iron drum
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this was closer to 30 FPS

hidden pond
# iron drum with precombines on, around 50-60 FPS believe it or not. this is with them off t...

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."

https://www.nexusmods.com/fallout4/mods/46403

Nexus Mods :: Fallout 4

Full rebuild of precombined meshes and occlusion (previs) information for Fallout 4, addressing visual and technical issues that the vanilla set hasn't including bugfixes UFO4P can't handle by design

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might be worth a shot installing to try to see if that fixes the issue...

iron drum
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yeah

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i was just about to try that actually

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alsooo

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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

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even UI mods should work

hidden pond
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yeah i noticed that with Skyrim. super sick

iron drum
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i have a new build for you guys to play with

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will share it in ~30 mins

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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

#

v0.0.2 is released

hidden pond
# iron drum i forgot this new version of FO4 was a thing. maybe that's the issue u were havi...

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.

iron drum
#

πŸ€” hm

#

guess i'm just confused

#

not unusual

hidden pond
#

Yeah that's cool . just for a refresh: Skyrim started refusing to run the last version of the mod I tried but yeah.

hidden pond
#

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.

iron drum
#

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 😭

#

i suppose it could be worth it in very specific circumstances

#

it's just so difficult

hidden pond
#

We're gonna need a bigger AI!

iron drum
#

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

iron drum
#

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

iron drum
#

that's fixed now

#

next: attempt once again to fix object positioning

shell cedar
#

no space left or i would test the new build @iron drum

fossil comet
#

@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

iron drum
#

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

iron drum
#

thanks to @hidden pond

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.

gaunt stratus
hidden pond
#

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.

iron drum
#

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

gaunt stratus
#

will it be available in the remix plus repo?

hidden pond
#

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.

iron drum
hidden pond
#

pepePhiuuu 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. πŸ™‚

iron drum
#

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

iron drum
iron drum
#

@hidden pond 😭 they kept the TES moon names for FO4

modern hedge
#

lmfao

hidden pond
#

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.

iron drum
heavy pine
#

Wrong reaction

#

Gosh we hate double tap

modern hedge
#

forgot how bright fallout 4's nights are

hidden pond
#

yeah they are basically as bright as day in vanilla. Always played with the Darker Nights mod on the darkest preset.

atomic mantle
#

On moonlit nights, the nights should be brighter. Are you working on rendering stars and clouds?

hidden pond
iron drum
#

finishing up the star/night sky implementation

iron drum
#

okay

#

night sky is pushed. working on the clouds now @hidden pond green_fire

#

there is a minor issue rn with the night sky stuff. the stars and milky way simulation need more things to tweak

iron drum
#

@hidden pond amazing work

#

i'm gonna rework it to have more depth and more options, but as is it's pretty versatile

final siren
#

clouds in regular dxvk remix when

iron drum
#

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?

hidden pond
#

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?

brittle oar
iron drum
iron drum
hidden pond
iron drum
#

if you add anything else, could you base it on my latest commits please? it'll be a lot easier to add in

brittle oar
hidden pond
rustic compass
#

is this all procedurally generated?

hidden pond
raw flame
hidden pond
#

none I don;t think. very cheap.

iron drum
#

in my sample i went from 15 FPS to 13 FPS by turning it on

brittle oar
rustic compass
#

volumetric or, how is that being rendered?

#

pretty nice results btw

hidden pond
#

One minute. I'll get the details.

iron drum
#

these are not volumetric. they're almost like 2d planes

rustic compass
#

still looks good

raw flame
#

How do they look at sunsets? In Fallout 4 they turn orange and it looks really beautiful.

iron drum
#

but at longer distances it does kinda fall apart imo

hidden pond
#

I'll be adding a thing for sunsets and sunrise soon...

#

as well.

rustic compass
#

i think they might react to light, like how clouds look around edges

hidden pond
#

but yeah looks decent as is

iron drum
#

it'll directly react to the sun and sky color

hidden pond
#

yeah I mean later. like 12 hours or longer for sure. got a wicked headache

iron drum
#

hope u feel better

#

and thank you for doing this

hidden pond
iron drum
#

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

brittle oar
#

i wonder how many cloud techniques there are out there for vulkan

rustic compass
#

i hope volumetrics work, so we could see those beautiful god rays

raw flame
brittle oar
#

πŸ’”

#

terrible

final siren
#

you guys should add a weather system with procedually generated tornados and stuff

iron drum
#

😭 r u tryin to kill us

iron drum
#

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 πŸ™

brittle oar
iron drum
#

that's a lot easier said than done

rustic compass
#

compositing results would work, but they would mess with upscaler or some other thing

iron drum
#

goku has been doing great work with the sky stuff. he'd probably manage to pull this stuff off πŸ˜…

#

i just can't

hidden pond
#

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 through getTransmittanceToSun
  • 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
    same getTransmittanceToSun path 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 evalSkyRadiance call 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.

brittle oar
#

just hope adding in raster techniques isn't out of the question if its easier/performs better

brittle oar
rustic compass
#

it already does a lot of things

#

that i wanted to see

hidden pond
#

one shot the thing too

iron drum
#

i did notice some issues with the ground shadows. they don't work for me, but that could be a problem with my port

brittle oar
iron drum
#

but it's pretty amazing already

rustic compass
brittle oar
#

like oh my god im gonna cry

rustic compass
#

does the current cloud implementation follow naturally occurring cloud shapes or types?

brittle oar
#

one day we'll have a system for devs to easily implement new features/techniques like unreal or blender

rustic compass
#

we will have Remix AI do all the remixing for us

brittle oar
#

ngl decima should just give me their volumetric cloud code

rustic compass
#

is gta 6 even going to compete with this

#

those clouds look majestic

brittle oar
#

someone implemented it in vulkan

final siren
brittle oar
iron drum
#

@hidden pond did you cite the papers you used as sources in the code? that's important to do

brittle oar
hidden pond
#

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.

hidden pond
iron drum
#

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

brittle oar
#

same with MC shaders

#

like dont be gatekeepin u can tell us

iron drum
#

πŸ₯Ί

#

lets see how it looks

iron drum
#

what do you guys think

hidden pond
iron drum
#

also πŸ‘€

#

it's the same perf hit as the old system

final siren
final siren
#

maybe a little more depth also

iron drum
#

can't do that without it requiring more samples, which does harm perf

brittle oar
# iron drum

now thats gmod volumetric clouds if i've even seen it

heavy pine
#

Cant wait to add this into fire watch
-# once everything renders right

rustic compass
raw flame
#

I think they look a little squashed, I think that makes it look weird in the background

hidden pond
# iron drum i'll add it in

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?

raw flame
#

How do they look with fog?

iron drum
iron drum
iron drum
#

ty

rustic compass
#

ayeo, volumetric clouds in remix steamhappy

#

Looks better, and they even react to lighting

iron drum
#

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

brittle oar
#

is it planned to have the clouds in the distance slightly curve/lower in height?

hidden pond
iron drum
hidden pond
#

ah lol

iron drum
#

no clouds in the same scene

#

it looks so much more natural with them omg

brittle oar
iron drum
#

@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

raw flame
#

But how does it look with fog? To see if that helps the background.

brittle oar
iron drum
iron drum
rustic compass
iron drum
#

that's probably just from it sitting on the same exact frame for like 5 mins

#

dlss gets artifacty when that happens

gaunt stratus
iron drum
#

πŸ˜”

#

it's only squished because having them deeper harms performance more (it requires more samples to look okay)

gaunt stratus
#

are we sure? even flat 2d clouds shouldn't look compressed like that

brittle oar
brittle oar
iron drum
#

yes

iron drum
#

i tested it

gaunt stratus
#

perhaps they need to curved around the atmosphere because it literally looks like a completely flat 2d plane

#

its very off-putting

iron drum
#

πŸ˜” u should read the chat

gaunt stratus
#

yes i know they're 2d

#

that's not my issue

iron drum
#

curvature is already planned, these are not 2d, they're voluemetric and ray marched

gaunt stratus
#

guh now im confused, so y'all are doing two different implementations?

#

ah nvm i think i get it

iron drum
#

the biggest problem rn with higher depth amounts is that the cloud shape up higher does not change

iron drum
hidden pond
#

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.

gaunt stratus
#

2d one looks great

raw flame
#

Yeah, I also think that 2D would allow for the easy creation of other types of clouds.

brittle oar
#

or we could ask decima nicely for their clouds

iron drum
#

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)

hidden pond
#

more options the better for sure.

brittle oar
hidden pond
#

technically we can feed it any paper/concept really

iron drum
#

you guys are being kinda harsh for something that's an initial implementation

raven flame
#

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

hidden pond
#

Nothings final though really. Nothing wrong with criticism. Nothing worse then a yes-man.

hidden pond
iron drum
#

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

hidden pond
#

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

iron drum
#

current additions:

  • curvature
  • change in cloud shape for depth
  • better blurring between layers so higher sample count isn't as necessary
  • improving performance
iron drum
#

your implementation is pretty much perfect as is

raw flame
hidden pond
#

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

brittle oar
#

you and goku are appreciated for the work thats being done

#

πŸ”₯

gaunt stratus
hidden pond
#

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.

final siren
#

owner role for CR

iron drum
#

what do you guys think about this

#

still need the curvature added

raw flame
#

Yeah, that makes it much prettier.

gaunt stratus
#

much better

#

how does lighting work for these? raymarching?

iron drum
#

yeah

gaunt stratus
#

what currently influences it? just the sun? they look uniformly grey-ish

iron drum
#

sun + skybox color

#

working on the gray appearance, it's not intentional

gaunt stratus
#

gotcha

iron drum
#

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

hidden pond
#

the clouds.md file should have some stuff about the shadow and transmittance implementation in a bit of small detail.

brittle oar
hidden pond
#

No now

iron drum
#

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)

raw flame
iron drum
#

just increased the samples to 5. perf is basically the same, and noise is gone now

raw flame
hidden pond
#

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

iron drum
#

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 😭

hidden pond
#

lol. oh dear.

#

yeah I'd say once you hook the weather it'll fix it self.

iron drum
hidden pond
#

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

iron drum
#

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

hidden pond
iron drum
#

πŸ«‚ no worries

heavy pine
#

Wawa

iron drum
iron drum
#

ah right i forgot to update

#

i'm testing it in other games to make sure it works properly

iron drum
iron drum
#

πŸ₯Ί

#

trying to find the right parameters for fnv specifically

raw flame
#

Can you make them absorb more light? So they have more contrast.

#

for reference

iron drum
iron drum
#

i thiiink it's in a good enough state to publish now?

#

@hidden pond ur opinion? since u made the original ❀️

raw flame
#

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?

iron drum
#

I'm sorry about earlier. a lot of shit has been happening and I'm really struggling to do anything right now

iron drum
iron drum
#

ohh right

#

perf cost seems to be about 3-6%

rustic compass
iron drum
#

I need to change out the noise type to allow for bigger variation in cloud size and density

#

and allow height variation ya

hidden pond
iron drum
#

❀️

#

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 blobgiggle

hidden pond
# rustic compass The original fallout 4 clouds have clouds at different altitudes, so there's lik...

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

hidden pond
iron drum
#

πŸ˜†

#

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

hidden pond
#

yeah makes perfect sense.

iron drum
#

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

hidden pond
#

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.

iron drum
#

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

iron drum
# hidden pond I kinda pushed this out the door yesterday. I wanted to just get the base into S...

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 πŸ˜†

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

hidden pond
#

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...

iron drum
#

🀭

brittle oar
#

so u dont just have to solve everything on ur own

hidden pond
#

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.

brittle oar
hidden pond
# brittle oar 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.

iron drum
#

denser example

final siren
#

do the clouds cast shadows?

iron drum
#

yes

modern hedge
#

muuuch better

rustic compass
#

Looks too dense and unrealistic. Kinda like that smoke box demo

rustic compass
rustic compass
iron drum
#

more coverage, less density?

raven flame
#

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

rustic compass
#

Might need to take a page out of Nubis, they seem to have naturally occuring cloud formations figured out

iron drum
#

this is based on nubis

#

it uses the same noise form to try to replicate it

raven flame
#

How much ammo I've spent in younger years trying to take them down!

rustic compass
raven flame
#

For some reason always believed that I was just too inaccurate to get them

final siren
#

just aimbot

#

birds stand no chance

raven flame
#

IIRC that doesn't work even against ground crows

hidden pond
#

prb not no

raven flame
#

Those can be shot tho, and give juicy 1xp each

#

And sometimes do a funny fountain of blood out of thin air

modern hedge
#

I just wished the color of the sunlight impacted the color of the clouds more

iron drum
#

now that i have all these new settings, i need to optimize again cryAnime

modern hedge
#

the left one

hidden pond
#

1st

iron drum
#

and what about this one

modern hedge
#

best mix of both?

iron drum
#

it's literally the middle setting between them so yeah

hidden pond
#

that's illegal!

jk

iron drum
#

this is extremely customizable

#

you can even change the cloud colors lol

modern hedge
#

probably unrealistic for realtime but I really like how these clouds look.

iron drum
iron drum
hidden pond
#

live leak of Sparkles prompts

"claude, simulate the universe as a feature for Remix plus"

iron drum
#

πŸ₯Ί

rustic compass
#

RemixHumansβ„’

hidden pond
#

I'm praising Your work if that's not apparent by the way. ❀️

iron drum
#

i appreciate it lol. i was really depressed yesterday, i'm sorry about that. and i appreciate the support a lot πŸ«‚

#

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

modern hedge
#

classic new vegas smh

hidden pond
#

lol ah yeah I think i did something simular. was like a nuke went off.

rustic compass
#

Kind of like old music videos

hidden pond
#

could be used intentionally though for an area like the Glowing sea.

rustic compass
#

Adding that to the list of features

hidden pond
#

customizabile aurora borealis is on my list of todo's

iron drum
#

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%

hidden pond
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Working on gaining parity with the current state of the system in Remix Plus now.

final siren
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remix premium when

iron drum
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after the cloud system is finished, i'm going to rebase remix plus to get these perf improvements

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blob_cold_sweat but it's gonna hurt

hidden pond
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yeah i did some cherry picking from there the other day as well.

final siren
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what happened to dxvk updates in the github updates channel?

hidden pond
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bot died

iron drum
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bot died, nightraven runs it and he hasn't been around for a while

hidden pond
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legit saw him typing in this very channel here today..

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like within since I logged in for sure

iron drum
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πŸ€”

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i guess he just missed the ping then

iron drum
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πŸ˜”

rustic compass
final siren
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imagine having to buy it in v bucks

hidden pond
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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.

modern hedge
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M_staged bones?

hidden pond
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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.

modern hedge
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oh lol

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what happens if a game exceeds that limit?

iron drum
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it just crashes lol

hidden pond
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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.

iron drum
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in fnv it's exceeded without mods...

hidden pond
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yeah that tracks

modern hedge
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lovely lol

iron drum
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it's patched in remix plus at least

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will be in the new build

hidden pond
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yeah I've been doing it for about a year

iron drum
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wondering if i should offer remix plus as an option in the downloader when it gets stable enough

hidden pond
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doesn;t mess anything up

iron drum
hidden pond
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yeah

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2048*2048 is waht I have mine set at. that is the max though I think.

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IIRC it just crashes if you go beyond that. havent had any issues at the max though.

modern hedge
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wished I could drop my remix fork and just use remix plus lol

hidden pond
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some crazy mods out there with a shit ton of bones on skinned objects...

hidden pond
final siren
hidden pond
iron drum
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hemry was working on restir pg iirc

hidden pond
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tone is a bit off there... that's a joke that you hacked my pc

iron drum
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if he publishes that i'll cherrypick it

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it has caustics iirc?

iron drum
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oh it was PT

final siren
iron drum
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hmmm

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well

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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

final siren
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Making certain things toggable should help, if possible.

hidden pond
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prob more optimzation that can be had too. this was rapid development.

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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.

brittle oar
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PEAK

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PEAK

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#github-updates broke ig

brittle oar
hidden pond
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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

iron drum
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night time is almost entirely fixed with the cloud system

iron drum
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@hidden pond

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(i'll respond to ur dms in a little bit, i saw them!)

final siren
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really needs them crepuscular rays

hidden pond
final siren