#Fallout 4
2183 messages · Page 3 of 3 (latest)
that's from ray reconstruction
nothing to do with the clouds
it took like 5 hours just to get the clouds workin at night 😭 they were such a pain in the ass
Yall did good
I posted it above briefly actually here's a slightly expanded version since I left out the details though of the main areas just to stay brief.
Core Atmosphere/Weather:
1:Multi-layer Clouds
2:Crepuscular Rays
3:Dynamic Turbidity/Aerial Perspective
4:Daytime haze gradient (for pollution/magic fog.)
5:Time-Of-Day Color Gradient & Ground Albedo Influence. Sky color does not live in a vacuum: feed ground reflectance (e.g., grass, stone, water) into sky scattering as a boundary condition. Expose “ground albedo” palette per biome which enables realistic day-to-night ground transition without re-rendering geometry.
Celestial/Events:
1:Periodic Meteor Showers Thin trails + radial explosion
2:Aurora Borealis
3:Solar/Lunar Eclipses
4:Zodiac/Lore Constellations Procedural + atlas texture. Fade by hemisphere/season.
5:Star/Galaxy Parallax & Field Depth: layer star field to simulate slight depth without full 3D
Lighting/Effects
1:Moonlight Volumetrics
2:Twilight Color Curves
Polish/Perf/Integration
1:Weather Presets**: UI dropdowns
2:Sky LOD/Mipmaps Distance-based detail (e.g., low-res stars at horizon). Param: skyLOD: int 0-3. Critical for VR/distant land. (Med)
3:Magic/VFX Integration: Occlude sky during storms: eg rad storms
4:Atmospheric Pre-Integration with Remix Light System all sky-emitted directions (moonlight, faint starlight) are represented as remapped Remix lights where supported.
🥺 if i keep adding the performance will soon be 0 FPS
Lmaoo
Hmm the clouds do look usable if the performance wasn't so bad. Anyone tried this out in simpler games?
Like from early 2000s
the performance isn't THAT bad
it's playable in most games
working fine on morrowind so far imo. I'm on a 4090 though so idk
You guys make it seem like it's in a single digits so I'm becoming confused 😕
Like 5 FPS lmao
It looks good in wolfenstein 3d 
Gosh I hate the troll face

On my end I didn't see any perfromnce differnce. I haven't tried fallout 4 at all with any of this yet though. which I mean I'm almost expecting that to shit the bed since it's running the game in two windows I think atm.
i was giving percentages before
right now it's ~12% performance hit. it's a lot, but it's far from unplayable
i'll send my bridge + dxvk setup rq
(Bendy is entirely indoors(
how do the clouds look when you are at the top of a cliff?
i'm scared of heights
Or maybe just freecam it to see them up close?
I fear the illusion might break
Because of it being sort of 2d???
oh my god i hate auto exposure
just curious where the horizon line for the clouds is
i'm up REALLY high here
but you can adjust the cloud height anyway and the curvature to accomodate per game
oh nice
lower sample count rn
so the clouds are tied to the player height at all?
nope
meant to say "aren't" lol
hmmm
so the curvature and height are just adjusting the clouds within their fixed areas. doesn't help with that horizon. i can try to fix that but i'm afraid it might break things
What if you try to fly really close to the clouds, what happens?
👀
Cloud shadows?
this isn't possible
the skybox is essentially infinite
you can't go into it
it's not a big deal I was just curious about the second mission in Halo CE with the giant cliff in the begining lol
ya, it's definitely a good point
i had them disabled for testing rn
does smooth normals work on the terrain?
Oh rip, I thought the clouds were existing physically as a layer between the skybox
Would be interesting to see this in a flight sim like game
We...never really did try to remix any of those games though. Right?
anything that uses xor's code as a base doesn't seem to like smooth normals
fnv does use it 🥺
yeah. it would be nice to have a proper system for it, but it'd probably be even more expensive. these clouds exploit a lot of information already preset in CR's sky implementation to save on perf
Still pretty viable for a couple of games
hmm remix isn't detecting close models maybe. have you done any anti culling modification perchance?(not the remix stuff) I ran into this problem in morrowind with it's anticulling mod that E-man did that disables the exe's frustum culling.
😆 i was just in freecam
let's get it into the negatives 
create black holes
🤭
this is prob my fav shot of fnv so far
yeah it looks like that artifact but it's actually a completely different problem
oh lmao
this uses samples and each sample = an extra "layer"
i just need to properly blend the layers
was the same issue with the clouds
the skybox moves with the camera position?
other than the alignment issues + noise i think it's pretty decent
not quite. it's more like the skybox exists outside of the normal camera's 3d space
ya
Ever see lightspeed studios mod for fallout 4?
time for a remixing
OG Nvidia reveal
It will be used in wolfenstein whenever that is working prolly tho 
pushed to github
i don't think i'm going to add anything else for now. as is it's pretty nice i think?
i scrapped the god rays for now btw
Something simpler like sunflares could also work
something less intense
sorry for replying to such an old post, but this looks very funny.
And cool to see all the progress you made since the last time I checked!
i successfully rebased to the latest Nvidia commit with the CPU/GPU optimizations
FPS went up by ~4 from that i think. 44 to 48
Nice 🙂
somehow the clouds got more performance intensive during this though 😖
we're back to ~10% perf hit
something absolutely destroyed performance
this is unrelated to clouds
Us we ated it all

i am kinda concerned
i have no idea how the performance got so bad
😮💨
it's not from my fork
real regression though
hey @iron drum can you tell me how to make a a d3d9 proxy for dx11?
that's not something i've done, so i can't really give any advice
isnt fo4 dx11
sparkles is hooking data from the game engine directly
through the remix api?
fo4 isnt dx9
the remix sdk api lets you bypass the api entirely
look at unityrtx for an example of how to do it
thanks
i am reworking the way the clouds are rendered again to try to reduce this + add more variation to the cloud shape
i reworked the entire cloud system. true 3d here for all the parts that matter. the last one used 2d approximations in some places to save on perf, but that's not necessary anymore
thoughts?
it's more performant too
i think its now around the level of the volumetric clouds meetric made for gmod awhile back
working on noise + perf again
i think rn the far future end goal will be reaching the levels of volumetric clouds of that kerbal space program mod, amazing beginning so far
i’d say golden standard would be the decima clouds but thats so complex and indepth idk how someone could fully port it to remix with full quality and performance
looking solid
reminds me of the vanilla clouds
what kind of noise are you using?
cool
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I'll almost bet they put this in Starfield too lmao
Good thing I did decide not to rename them in the sky mod eh? lol
@iron drum does your version of remix atmos only support 64 bit games?
nvm
i js dk how tofigure out clouds we gyes
sorry, we were sleeping
remix plus works on 32 bit games too
we're working on a new release. it should be out tonight (in ~5 hours)
yuuss
omg that's so cute
day has been made numerously better 

Eepius


