#BetaRT - RTX For Minecraft Beta 1.7.3 (WIP)
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Thats only 6 letters away from "game is very up" 
๐ how so
vid should show whenever the API issues are fixed
i think i have sent it like 3 times
basically all meshes are changing to different textures every frame and the game runs at like 5 fps
lmao
hopefully not
all the custom changes work funnily enough
[15:20:24.774] err: DxvkSubmissionQueue: Command submission failed: VK_ERROR_DEVICE_LOST ๐ฅ
oh yeah it also crashes a lot

i've updated like 4 of my mods to use this fork now without any issues. idk what's happening here but i'm really worried now

"remixers say this is peak" type video
its been like 3 hours of me trying to figure this out
its just super fucked
ill keep digging at it tomorrow but im pretty sure im just gonna revert back to the old remix base
Ask grok 
sorry cr ๐
newer remix seemed to hurt perf in fnv too. even the nvidia version of it without my modifications? idk why
i think the perf hit has to do with how fucked the game is lol
i was really hoping this would work
thankfully this project doesn't seem like it really benefits a ton from the newer features though
even if it doesnt, i'd prefer it to be on a newer remix base, im not blaming you for the issues btw lol
its just frustrating that this is even broken in the first place, BetaRT doesnt really do anything special
my gut feeling is whatever API changes that were made from the newer runtimes
even though im past the ABI stuff
its just like the gmod rtx api light crashing issue, all rendering goes completely wild before it crashes the gpu driver
oh ik dw. i'm just really sad lol
it took like a day of troubleshooting to get FO4 to work on the newer version
a whole extra day for Skyrim
having sonnet 4.6 look at the used api functions in my working branch vs the broken one and adding its findings to an md file, hopefully something useful shows up
discord's api was down for people if you wanted to know
i think he was talking about remix being scuffed.
yeah i got no way to figure this out other than bisecting.
I'm making a separate branch of my functional fork, updating it to this specific commit and then begin testing
https://github.com/NVIDIAGameWorks/dxvk-remix/commit/c2d00a571b27f5ea2e8fe7db137613a24eca1860
if i can verify that works, i will then update to the latest master commit, if it breaks there, i can start bisecting
if that ends up working without issue, @sonic dagger you'll have to look into what breaks with your fork
i wouldn't be able to troubleshoot it properly without your mc code, so i'd have to wait till you publish it. i have some ideas as to what's causing it
few of my mc-173 changes are broken but the good news is that at least this version works so far
๐ wonder what broke in mine

omg okay i didn't know that was a gif
cute
anyway it might be the recent cpu/gpu optimization commit
it changed a LOT of stuff
alternatively, maybe the fix for skinned bone counts broke it
would be weird if it did, skinned meshes work fine
they're the only thing not broken tbh lol
woah fire vfx on torches ๐ฑ
its just the regular sprite colliding with the light lol
it would be, but the world is weird 
very weird bug happens in this specific commit lol
all skinned meshes frozen in time lmao
Herobrine REAL I see him
side note, performance is REALLY good
what uh resolution and fps is this
1080p window @ dlss ultra perf, still not representative of performance at time of release
I mean
Maybe I Guess Bro
?
what numbers do you get at quality
uh ,n 5080?
yes?
have the feeling that for this project the resolution + dlss preset isn't going to tell you much
God damn
i think my 5070 will struggle a bit if the release performance isnt too far off
project is still mostly GPU bound, so hopefully i can find some other ways to optimize
its boggling to me something like gmod rtx runs better than this but these are two sides of the same coin in terms of implementation
are you alpha testing on all those leaves?
yeah, i tried to do meshes instead but it caused a lot of issues on the wrapper side
OMMs constantly run out of budget lol
i do want to give it another try soon since the project is in a more mature stage
Let's remix.
think being mostly gpu bound is a good place to be
i should probably see how much it scales
XeSS has a res slider that can go pretty low
108p lmao
THIS will be minecraft in 1991
@sonic dagger well i compiled this version and its still pretty broken
d417327fcdac42e45fc348c3a0c316edc2c25554
nothing significant with this commit, just that its before the cpu/gpu opt
I think its this commit thats breaking stuff?
https://github.com/NVIDIAGameWorks/dxvk-remix/commit/35a63375485b894c47102b38b69df186a748a4b2
๐ค interesting
im about to find out
how does the perf increase feel?
wdym feel, the increase is like 1.5x
it could've been because of the broken skinned meshes though
like what was the fps increase
or the new fps
idk i didnt measure it vs the old runtime, i just know it was significantly faster than the old runtime
numbers are above
im getting close to the cause
been merging every 5+ commits until i hit the breaking one
almost at 35a63375485b894c47102b38b69df186a748a4b2
honestly all very exciting, i wonder how rtx 2060 would run this mod at release if u get the optimizations working
@sonic dagger I FUCKING FOUND IT
unfortunately, its a huge change

my god
would you mind opening a bug report for it on nvidia's repo and i'll roll it back in my fork
nah dont roll it back

discord lag
im hoping i can find the regression
i cant make an issue until betart is out as i assume they'll need to test a proper fix
took about 12 hours of my day
but we are SO BACK
latest commit of the remix plus repo
tl;dr, keep externally submitted meshes (remix api) out of the anti-culling stuff introduced in that problematic commit
tiny code change so nothing had to be reverted

my pain is everyone's gain ๐
for some reason remix api lights are completely broken but im assuming thats something else

now that you mention it, it was broken in FO4 too. but i thought that was a problem on the plugin side
yea one sec ill show what happens
btw i don't see the commit
ah i meant from your changes
the code is on my fork still, i just pulled your fork into mine
ohhhh
i can push it there if u want
guh where is the clouds
i see stars and stuff
please do
huh
i wonder if you somehow pulled a commit before i pushed clouds?
are they pushed to main?
they are

i really doubt the clouds would work that well in this game, but it'd be neat to see
i'm finalizing the implementation tonight, hopefully if not tonight then by tomorrow. i optimized it a lot since the last push and fixed some major visual issues too
yup thats what im pulling from
wtf
alright, well i'll get this finished and stable, then i'll worry about why they vanished for you lol
does a config var make it visible in imgui? the code exists
it shouldn't?
i have a build skill in there for claude btw
hmmm
fucking hell microsoft
windows is shitting itself real hard rn
like wtf
lol
@sonic dagger for some reason swapping my rtx.conf made the clouds show
imgui options still missing, so maybe some bug you might need to look into
gonna label this as the "Fabulous" clouds option once i implement a native settings menu for remix
my intention is to completely hide the remix menu for stable builds, remix dev only accessible with dev builds
that's a neat concept
reminds me of early texture packs
-# i kinda forgot sheep were in MC
dw, the fix is a RTXDI change anyway
oh is it? hm
yeah i had to checkout my own submodule
change is here one sec
ngl i kinda dig the cloud noise
its like film grain
well, it's still there in the newer builds at lower sample counts. it's just a lot more uniform
instead of the weird cutoff and circle type pattern
my energy is fadinggg
idk if i can finish this tonight
mind faded so long ago

ty, u too
o, and once i get the shadows working properly, it should end up looking like that video u sent a while ago. where the cloud passing would make a room darker
where did the Lottes tonemapper come from
it likes to peak whites
very contrasty, i like it
i need to add Psycho, or maybe let @green nimbus add it
i am using the defaults, and i had claude and chatgpt like quadruple check the implementation. it is correct. idk why it looks like that
skyrim uses reinhard + contrast so lottes made sense I think
yeah it was added for skyrim, but it looks good in a bunch of games tbh
i generally stick with Hable though and tweak it
I'm actually sick rn lol
so if you feel like you want to do it within the next few days go for it
thanks
@real stirrup
goku did the stars. i haven't touched those at all since his implementation
๐ i'm so happy it's all working now
and i think i juuust fixed the shadow issue
๐ฅบ
oh and lottes is what alan wake 2 and avatar frontiers of pandora uses
OMG SHADOWS WORK
lottes looks a lot better after customizing it
i tweaked it for skyrim but i lost the settings ๐
oh and fyi the coolest feature of psycho is that it can do filmic style tonemapping AND displaymapping very well
-# displaymapping is when you just compress the highlights into the display peak without touching midtones or shadows
AgXc still looks most natural to me out of the selection so far, has the best highlight handling
i personally don't like AgX much at all
but i can see why u do
i want to make a custom version of Lottes that's a bit more balanced
tbf im not talking like stock agx settings, those only really look good for gmod rtx. i changed a few agx params to make it look more like HLA hable filmic
what is "Direct" tonemap mode supposed to do
other than crash the game
๐ซ
It's supposed to just run the tonemapper standalone instead of alongside the global or local tonemapping
-# you aren't supposed to run two tonemappers onto over each other like that
It's alright
I just don't like Troy all that much
So I'm just biased against it lol
right, though AgXc should be pretty different from Troy's original implementation
yeah that too ig
realized that remix plus has so many tonemappers now that will have to work in hdr when that finally become a thing for remix
iirc nvidia is overhauling all of that so we'll probably need to redo everything
my agx pr got closed with some comment related to that
yeah...
Oh it'll be real HDR

what?
I haven't seen anything lol
I just know that pumbo wouldn't let that happen
lol
anyhow if it comes down to it I can make the tonemappers work in HDR
how do the torches look in dark interiors with that setup?
๐ there's ONLY 5
yeah but that's 5 seperate configs that you need to check if you mess with the post processing at all lol
honestly think the easiest way to manage all that would be to extend or scale all the sdr tonemappers to hdr and displaymap to hdr/sdr at the end
smart
yeah so that way they all have nice highlights and you wouldn't have to maintain an sdr variant and hdr variant for each tonemapper
I also think that the global tonemapper could be dropped and instead of having a "direct" tonemapping mode, the global tonemapping could be an additional option for the other tonemappers
can scale the global tonemapping to make that work
I'm wondering if this version of Minecraft is so old and so different from the current version in terms of features. Is the plan to somehow backport the contemporary features and elements of Minecraft? Or just keep it as it was during that time and this is more of a showcase of the technology?
CR just like this version
afaik he isn't planning on porting it to other versions
Is this something I can install yet?
you make it sound like it's an ancient artifact ๐ฅน
are you addin g herobrine
Hey, its still 90% of the same today, but 2011 was 15 years ago now haha ๐ด
It has some really nice gameplay changes I vastly prefer
we coud've gotten herobrine naturally pre beta 1.6.6
Have you tried PsychoV?
It's just Reinhard Spline with some psychovisual tweaks on top
I still need to contribute it into remix
How does the workflow even look like for remix
what do you mean specifically?
With how little I know, I'll just look it up so you dont have to explain everything lol
Yeah I don't get it
so there's multiple ways to get a game working with remix if that's the part you're wondering about.
-
If a game uses a fairly standard fixed function pipeline it should mostly work with remix without a ton of patches.
-
If a dx9 game uses shaders, you can make fixed function wrapper for the game that sits between remix and the game.
-
If you have access to the game engine itself or willing to do a lot of reverse engineering you can pass data from the engine to remix directly (this method is what betaRT does)
I already was using an rtx pack lol
I think the issue is loading into the RTX demos
the built in packs are way out of date and I assume break the game
well and the fact RTX is just broken in general
Its functional
The Rtx worlds override the textures you load
I just said that basically lol
Sometimes it is
and sometimes it's completely broken
and yes for the record I am using better rtx

So it's released?
it's technically released in an alternative universe where CR released it
Where CR wasnโt gate keeping

bros gonna kidnap me
thats betterRTX
original doesnt have puddles!
i still wonder how quake 2 and minecraft rtx path trace so well compared to modern path traced games/remix
cause its a thing where model tris dont count as much in path tracing compared to raster?
Original isnโt maintained anymore sadly
When I used Vanilla, I couldnโt use DLSS and Skins were broken

you can update DLSS only
Doesnโt fix my skin problem still
is it grey?
Just very simple compared to Remix
Black
afair a restart fixes it
why the cat flipping me off
CR, curious how do you get the UI like the main menus to be visible? Is it some sort of passthrough/blend? Is OpenGl or whatever generates the UI somehow still responsible for its rendering and its just being overlaid somehow? Radiance mod for Minecraft lets GL handle the particles, UI, etc. whereas Vullkan handles geometry and lighting. A blend of sorts
Reading up...
In remix_c.h (line 208), remixapi_StartupInfo has forceNoVkSwapchain, and the comment explicitly says dxvk_GetExternalSwapchain can retrieve a raw VkImage so the app can present it โfor example by using OpenGL interop.โ The interface also exposes dxvk_GetExternalSwapchain (line 732) and dxvk_CopyRenderingOutput (line 741), including output types for final color and depth.
Seems the public API appears designed for external swapchain / GL interop, is this what you are using to some degree? Due to Minecraft being OpenGL
he's not messing with the graphics api stuff at all
he's pulling information directly from the engine
be cool to know how he does that
Forgot he did mention that
raw data pull or?
can look at his unity mod
Well regardless curious how he does the UI, and is he going to have to redo every particle effect?
true
So right now Im trying to explore having Remix render an off-screen image then composite that onto a OpenGL swapchain/window before the UI is called so it can then be overlaid each frame. Since the Ui is my case is Noesis, not reconstructable manually
what branch of remix are you reading this from?
to be clear, I am using the game's original GL swapchain to intercept the UI, but everything else is no-oped. This will be going away in favor of native UI rendering.
https://github.com/sambow23/dxvk-remix-gmod/pull/1
Screen Overlay API for RTX Remix
Summary
Adds a new remixapi_DrawScreenOverlay function to the Remix C/C++ API, enabling external applications to composite arbitrary 2D pixel data (e.g. game UI, HU...
this is all that is left of GL, a blank window vs Remix
block breaking particles, finally
need to fix geo hashes so they're not as noisy
or not? only happens with RR
we love remix RR
finally have visual parity with the old remix runtime good lord
i dont think im gonna update it for a while unless nvidia drops something super big
dlss 5?
wanna open a pr in kim's repo in the next few days
it's working though
this is all psycho
#showcase message
how do you plan on getting native UI?
havent planned any details, but something akin to the existing ScreenOverlay method, except it's through native VK calls.
interesting
Torches casting so much shadow, that's something you'll probably never see in default mcrtx.
i love the blue, it looks so much like beta water
ty, that's what its going for
Because MCRTX is peak

BRTX is Bad, BetaRT is Better ||(not beta im stupid af).||
It was peak (this was Vanilla RTX)
BRTX is still meh. I like to have my shaders open sourced, and not have to play on bugrock edition out of all versions.

I like my performance

anythings performant if you set the resolution low enough
4K 60 output

If I tried that with Remix, Iโd blow up
psycho?
๐ ๐
yeah im planning on adding it soon
along with HLA's tonemapper?
it already had that
pretty much every screenshot here was hable filmic with HLA settings
it looks a tad sterile with psycho?
ok nevermind adjusting the exposure helps a lot
looks very nice
you can also increase the cone response if you want also
what does that do
fancy contrast
๐คค
add orthocam mode so we can take fancy screenshots
-# i'm excited to see the reworked clouds
guh didnt i already have those changes?
the clouds were changed quite a bit again and are true 3d now
you can def just wait until the release is finalized lol. i'm gonna be cleaning up the imgui settings after you push your changes
@green nimbus is there any further way to tweak the auto-expsoure? i find caves too dark, i can compensate by cranking the expsoure but then outdoors is way too bright
im starting to wonder if my g80sd monitor isn't capable of correctly rendering dark scenes because this looks way brighter on my phone
yet they're both oled
๐ฅ
No your phone just sucks it looks great
i can barely see anything there
i'm using a fully accurate sRGB monitor
all i see is the lit up scene in the middle. anything outside of the center is nearly impossible to make out
early morning
1080p DLAA Far render distance
psycho really ties everything together
holy peak
for sure
it's such a huge improvement
he also fixed Lottes, which i think is my second fav behind Psycho now
(also using Psycho for Fallout is kinda funny)
"when I run this at 8k on all 3 of my epic gaming monitors at maximum settings DLAA with an 8k textures pack on im only getting 4 fps, are you going to optimize this or is nvidia paying you?"
I probably need to make further adjustments to it lol
the most unrealistic part of this is a large company actually paying game developers
4K DLAA ๐ฅ
1.12.2 when
I thought it would actually be 10x worse than that lol

never, but anyone is welcome to port it to other vers once its out
i'll port it to the console version ๐คญ
I didn't have the psycho exposure fully implemented lol
building it now

I was still anchoring to midgray (0.18)
Youch
I wonder how Minecraft RTX runs so well
Too bad itโs code isnโt public like Quake 2 RTX
but quake is
โค๏ธ
this has way higher fidelity than bedrock, but there is probably more optimizations that can be done for remix
I mean, I think most people would prefer a balance between fidelity and performance
On Bedrock even with Better RTX, Native 4K gives 30fps on my 5060 Ti (24 Chunks)
i wonder someone should make a proper graphics comparison between bedrock with RR and BetaRT, same map and stuff
Bedrock doesnโt have RR
like da mod

the mod that installs RR into bedrock
Minecraft has officially moved from UWP to GDK, and because of this change, the old BetterRTX installation method no longer works โ especially on version 1.21.123.
In this updated guide, Iโll show you the correct and new way to install BetterRTX on Minecraft 1.21.123 GDK, step-by-step.
Whether you're confused about the GDK update, your RTX ...
I donโt see any mention of it?

i can try to optimize remix more but im not compromising any of the visuals remix adds
so if it runs like ass compared to bedrock, so be it
i remember better rtx back in 2023 boasted adding RR thru a leaked dll
uhhhh @boreal zenith
I donโt think it would even work
Iโve tried lowering Remix to the lowest possible and at a certain point, it just stops scaling
i think the bottleneck is how remix handles large amounts of geometry
BetaRT is signifcantly lower-poly compared to something like gmod rtx, and that game runs in the upper 400's on a 5080 @ 1080p
no RR doesnt exist for better rtx
then what was that post boasting RR in minecraft rtx
prob for views
who was talking about it?
I think SCP RTX was trying to optimize geometry by lowering polygon counts but keeping quality indistinguishable
the devs cant implement it, we only have the shaders source code
we need source code access for RR
NVIDIA doesnโt have a public SDK?
back in 2023 better rtx implemented a leaked dll and it showed how the water reflections cleared a bunch
hold on let me search mentions of it in the private better rtx server
i just said betart is lower poly, so that isnt the issue
thats bs, i think you mean updating the DLSS DLL
Well doesnโt BetaRT have to render a bunch? It is infinite world generation
sure, but its still significantly less than most games
i think the best way to figure out the issue is profiling remix itself
this is messed up who told me betterrtx added RR
this isn't rr this is just some weird like
idk
modification thing
Renderdoc?
I miss RRA
no
yeah this is not RR
i knew you referred to this
Probably modified NRD
this is what they did
Disabled denoising?
@brisk scarab do ur thing
smth smth full specular reflections dont need denoising cause its full resolution and fully reflecting light
Ah
Weird
ya its messed up
king vulpes you should modify the RR ai model to not denoise fully speculare surfaces
Iโm mostly looking into things that benefit our titles
What would be the benefit of this?
Tracy?
yeah its a good tool looking at their repo
this is what im going to end up using pretty soon
gotta work on native settings first
i just wanted to ask you to do an unrealistic goal of decompiling and recompiling RR's ai model
i hope this is a joke cuz we know this aint happening cuh ๐ฅ
Iโll give it a try
one of the renodx guys has been using it
found all kinds of interesting stuff in xcom 2
seems like a very good tool
sweet
I remember the unrealistic goal of making Remix work on Steam Deck
Didnโt stop me

Anyway, Iโm supposed to look into NRD SH, thatโs probably more worth while
orders of magnitude less complicated than decompiling an ai model 
whats SH?
then silPOM next 
need 1.20.1 forge
jacob u should add SilPOM
yeah but before that I have to finish up my Deez implementation
actually goated what the fuck
proof
@wanton apex oh look, they added what you were asking for
Shadow Translucency
sigma
โค๏ธ 
GET OUT
#brain #bruh #edit #effect #effects #freak #freaky #meme #memes #memories
#gaming #gameplay #games #game #getoutside #gta #gta5 #gtaonline #gtav
#lightning #lightningmcqueen #cars
Hm?
But thats NVIDIAโs own description from the Repo: https://github.com/NVIDIA-RTX/NRD
say how mirror reflections dont need denoising
can yall move this discussion somewhere else ๐ฅ
This is now offtopic #3
no u
okay continue garg
#5*
I LOVE BETART!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

any thread made by CR somehow becomes offtopic
when did this "SH" update appear?

on april fools
someone needs to figure out why that happens

I need sss on these leaves bro I need it

your mom is kinda homeless?
ill include sss if we dont modify the original albedo
im gonna have to figure out how to make an SSS map
No idea
I was made aware of it from the DS2 Pathtraced dev
please cr I need this ๐ญ my steve is kinda homeless
is that why NRD looks so fine there?
Yeah, he uses SH
Itโs also probably why SHARC looks so good in it
what does it stand for?
good because after 3 years I still have no idea how sss works in remix
lmao me too
its only release to mention is the latest
all previous releases have no SH
i mean i guess there's this but i dont know what this is
oh wait i guess it is

wow this is huge
non ai denoiser at the levels of RR
hopefully that means less blur in motion and way less fireflies
and no more rough artifacts
i want to make a configuration menu like this in FO4 using the mod menu... mod
Strip mining is gonna be soooo much less annoying now 
the shadow was pissing me off so much during mining
its why i added this lmfao
it kept blocking torches
F1 worked but I couldnt see when my pickaxe would break 
yeah lol
time for remix settings like DLSS
once i can prove that works, remix menu go bye bye
(other than dev builds)
i have no idea what kind of wizardry madlad done but its literally just this
No idea
no making the entire world reflective with the legacy pbr settings?
i mean it sounds pretty simple, just don't denoise if a surface has no roughness
Just edit all the textures to be fully metallic and 0 roughness 
One must simply just have paint.net installed 
yeah

they're really fuckin buggy
i kinda want to do my own star system
@real stirrup any plans to make the stars look more uniform? all i really get is that stripe as seen here,
#showcase message
I think its meant to be the galaxy 
yes sir, just got a little sidetracked for a bit. it is def on My list of things.
the galactic center (the milky way thing) I'm planning to add to as well. big plans with all of really. Not sure right off when I'll get to it but it won't be months or anything.
all the same though it should be working a bit better then your video there and if it's just the strip/galactic center That's kind of strange. It was tuned for Bethesda games really initially. Then things just blew up real fast and went off the rails with it being integrated into Remix plus.
might need to adjust something for your project. game unit diff maybe
ill try to mess with it more, but if i leave the camera in a static place, they eventually show, but immediately goes away when it starts moving again
a lot of it is RR
Yeah tha's not intended and I haven't seen it in MW yet. @sonic dagger you've prob tested the most games with this
they sould blow your mind man
as part of the final release stuff i was gonna rework how the stars are rendered
to prevent issues like that one
team work makes the dream work
I'll see what I can find out as well CR. if it wasn't for you anyway this would not exist
does remix use full fat RR?
there are parts of it that are optional that help the resolve quite a bit
-# kinda just assumed they implemented all parts of it but I never actually checked
IDK if using the latest dlss might help. I'm using 310.6.0.0
its always just one dll right? They allow you to switch between preset D and E on the fly too
so rude
So unprofessional... smh....
Iโll never forgive when they switched to RemixGUI
You must learn to forgive 
i don't really see the problem with it? biggest issue is just when certain games conflict with it, but that's moreso a game side issue
It was more so annoying when FSR 3.1 started on imgui
Very cool (I will never use these because im not a LOSER
)
Now add a pbr toggle 
also add an "optimize" button and when you press it it just closes the game
lmfao
adding a RT quality option, this will control RTXDI, RIS, bounces, and some other settings
should probably name it PT instead of RT
whoops
and also rename the project
lmfao
idk how that didnt hit me earlier
Theyre the same thing, its a psyop 

No they aren't. in ray tracing you trace rays and in path tracing you trace paths, it's in the names
Like the two other upscalers

I donโt think people actually know the difference between RT and PT still, lol
@fallen birch got a list of potato remix settings?
thinking of making a potato preset
this is what i got so far
If you can hook into hardware detection, I would set older NVIDIA cards to importanced sampling GI and then RayReconstruction to make up the quality
If we had NRD SH
We could probably do the same for non NVIDIA
going from Ultra to Low already gets us a +10 fps improvement
so hopefully potato will give a bigger jump

yay
Low - prioritizes visuals while improving performance. Uses Transformer Ray Reconstruction (RR)
Ultra Low - gives up a bit more in visual quality to improve performance further. Uses Transformer RR
Potato - is for the absolute lowest end hardware, but still tries to maintain a clear image using Transformer RR
PurePotato - is for straight up potato hardware that needs as much performance as it can get. This one sacrifices all extra visuals, excluding path tracing itself. Things like volumetrics, bloom, DLSS Transformer Ray Reconstruction, etc. are thrown away
ah nvm. sorry ๐
i did test all of these presets manually and documented the performance gains at some point
What kind of performance increase does it give? Might use it for P2 RTXโs low settings
Though I want SHARC instead of Importance Sampling one day
in HL2 RTX, Ultra Low gave an 11 FPS boost over Remix's low settings (32 FPS to 43 FPS)
the pure potato one was iirc like 49 FPS, but had major quality loss for it. that's why i demonstrated ultra low
Hmmm, I might look into that one
Iโve reached like 1080p 40-50fps in P2 RTX before with DLAA
these dont look that extreme? my low preset has min/max bounces at 0/1 which is lower than this
Hell, I use 1 bounce often
Devices like RDNA 2 struggle with multiple bounces
it was rhe result of testing, and i didn't notice any performance boost by going below 2 but i did see a massive quality loss
Isnโt it always roulette? It goes up to 2 if it can?
sounds familiar
it's been over a year since i messed with this so my memory on it is hazy
How does that work? From my understanding itโs roulette to determine the amount of bounces hence max going up to 8 but not all GPUs go to max
Is it calculating based on performance?
I remember one time I set Steam Deck to 8 bounces and saw basically no performance degradation because it was probably staying around 2
Finally, you optimized it!!!! I guess nvidia wasnt paying you after all 
Do I need to rebase P2 RTX for any of these settings
(I have no idea whatโs new in Remix)
youtube commenters will say that but unironically
im trying to record this but the latest nvidia driver is so crash prone
especially when i change remix settings
its a huge fps difference
I just realize imma have to rebase P2 RTX anyway for some upcoming stuff

I despise rebasing
Especially for Remix
this is my best recording, try to pause before my fps goes to shit because the driver TDR'ed like 10 times
fucking nvidia
ofc the embed fails
i'll re-encode it for you
ill just set OBS to record via CPU

I usually use that
cpu encoding is higher quality anyway
My CPU would kill itself trying to encode
if my pentium 4 could encode, yours can too
no i dont use nvidia shit software
apparentlly even TDR can crash OBS when using the CPU
so the clip is short
I mean, works for me
(Old clip)
btw game is perfectly stable when you boot it with potato settings, but changing it from ultra to potato is what kills the driver
for whatever fucking reason
ofc when i record from my phone the driver doesnt crash
here is the massive ass jump
it makes sense that this game would still look okay too
it's prob the best case scenario for these settings lol
trust me it falls apart in a map with 2K lights
Show
1080p?
turning on RTXDI alone would probably help immensely
not really
this is what helps the most
rtx.di.enableBestLightSampling
plus high RIS/RTXDI sample counts
remix really struggles with this across all games
Do most Remix games even hit that amount in a scene?
-# FO4 had 8k in one scene
FNV gets close to uh... 800 in some scenes and starts to exhibit issues like what cr just showed
?
The potato settings
ah
there is probably more i could add
but this is a big enough jump since this project is still GPU bound
i guess once im done with native options, tracy profiling is next ๐ฅน
i hate doing optimization work
And thats why I never have, never will 
That poor RTX 2060 user:
ill def need to test these settings on my RX 9070 when i get the chance
sort of glad i didnt already sell the card

You didnโt sell it?
naw havent gotten around to it
time to remove rtx.conf 
gonna hardcode some of my rtx.conf settings
RX 9070 probably gonna look worse without RayReconstruction
Iโm heading to bed
I saved your settings CR

lol ok, they're definitely nothing new
potato with RR looks like one of those "lite" shader packs lmfao
i mean outdoors you cant even tell its potato mode
direct lighting really saves it here
and sparkles is right, doesnt look too bad with the game's art style
79 fps @ 4K DLSS ultra perf
๐ญ Its 1.16 bedrock shaders
Wow yeah let me just find the worse image possible of 1.16 bedrock shaders because im a stupid idiot
Ethereal fog
the best kind (next to eerie fog) 

first diamond found in BetaRT
Ive got bad news
NOOOOOOO



are you using the improved exposure?
not yet
my mid-2011 strip mining skills are re-awakening
ominous cobblestone block shadows 
im peeing all over the screen looking at this. very disturbing imagery.
I am absolutely overwhelmed by these visualsโtruly disruptive content that pushes boundaries. ๐
Unfortunately, this experience was so impactful that my RTX 5070 is now completely out of commission due to some unexpected "urine damage." ๐ฆ ๐ป
Iโm looking to connect with the right stakeholders regarding a fair resolution and appropriate compensation for this hardware setback. Letโs hop in the comments to discuss the current state of my 5070 and how we can pivot from this messy situation! #TechChallenges #HardwareMaintenance #Innovation #DisruptiveContent #CustomerExperience
holy
please spam screenshots so I cant read the message I cant breathe im laughing too much
Okay I just made discord text really big now its gone
@green nimbus pulling your changes now
sweet
auto exposure is definitely stronger
looks good
would like some adjustments for it tho
-# there are 2 right there
like what?
the only extra one i could think of was speed
oh oops. i must have misread the tooltip
I can take a look at that
yeah that explains why it wasn't working the way i thought it would lmao
it would def be nice to have
how does it look outside?
@green nimbus it also seems to be a bit hit or miss, maybe add back support for center weight metering?
the lava pit shouldnt just make the exposure ramp down that hard when its taking such little space on-screen
yeah I agree

issue is I don't have a good test scene in either halo or new vegas lol
๐คญ sneaky way to get betart access
minetest would probably be a decent alternative for now

i mean i can give either of yall an early build for the sake of testing this stuff
that works
and there are 0 world converters 
as for testing, build off this branch, its what BetaRT uses, normal remix plus wont work correctly
https://github.com/sambow23/dxvk-remix-gmod/commits/b173-remixplus/
i already cherry-picked your stuff
that would def be useful if you could ๐
it's a much better test area for the cloud system
to test clouds you'll have to modify the cloud atlas, so probably just make it all alpha except for 1 pixel lol
no way to disable them from the mod
atm at least
gonna zip up the mod and ill send it to the both of you
you'll need prismlauncher installed, but other than that, you just need to import the instance zip and thats it, it should "just work"
I'll work on the exposure stuff after I get some sleep lol
it's definitely better than the default but it does need some work
yeah im sleeping after sending this, its almost 2 AM lol
almost 3 am for me
๐ 3 AM here
yall eastern time huh
est
CST supremacy 
thats sigma working hours ๐ช
๐ช
๐ will be cental soon hopefully
for those i sent the build to, just import it like this
oh fuck me i forgot the map save
extract that to the saves folder
is it an updated build or the same one i have 
updated
ill send it to u
there is prob some regressions from the first one i sent u
cuz of new runtime
the blue issue should be gone tho
that blue has given me ptsd 
just noticed this remix build breaks the depth fog over the atmos sky
i guess ill fix that tomorrow
literally a month later
smh /s

ya honestly it feels a lot clunkier to use compared to xoxorโs gui or even the original gui
like i just dont like it :(
i honestly feel a lot more comfortable when using the old remix gui
Could be worse
No torch lights for potato mode?

How fast does it run with importance sampled and no remix volumetrics
i just left it turned off
this project doesn't use remix volumetrics
How fast does it run with importance sampled and
So given your track record of accurate time predictions, how long do you think until we get a release?
lmao
being real though, the game is 100% playable and everything is visually there aside from a few runtime regressions
so i would like to say a few more weeks but idk what life will throw at me
dont have to release the source yet but a small pre alpha jk
you didn't show slimes
hows enderman look
they dont exist in this version
no horses
pigs
remixed pink floof
Hows Bees Look
How does Ender dragon look
How does Warden look
that reminds me that charged creepers exist
CR will need to do something about those
guess im charging a creeper lol
Ye, pretty sure CR tested Multiplayer
The transparency is just gone, lmao
huge
literally
when did vanilla end up leaving. like what version
iirc 1.8.1?
k
nvm they still exist
probably rare
nah they dont naturally spawn
I'll work on the auto exposure stuff after I have dinner so I have a larger chunk of time
the tonemapping looks clean though
did 1.81 work? or what errors does it throw
no intention of making it run on other versions, as said before
They removed the ai later which was kinda cringe, but at the same time you can just rescale entities in modern versions with commands.
sweet
/summon creeper ~ ~ ~ {powered:1}
those commands don't exist for this ver
hmm
i had to get singleplayercommands just to spawn, fly, etc
it might have a way to spawn a charged creeper
haven't checked yet
can you spawn it and just make a lighting bolt hit it?
its lovable ๐
In BRTX it's alot more like glass on the outer layer, so changing the outer layer to a translucent material should look closer to how brtx does it, i'm not really sure what to set the ior to though.
๐ค ๐ let me find out the IOR of slime!
1.38
it already is
The slime in mcrtx mixes the albedo texture differently, so it appears more jello like.
||credits to moistcrafter for the image, because i'm too lazy to screenshot it myself||
why is the sand so shiny ๐ญ ๐ญ ๐ญ ๐ญ ๐ญ ๐ฅ
silica
imo i think this looks worse than how it does in BetaRT
yeah betart looks better
better tarts ๐คค
toaster strudels fr
Do you Guy call it Beta Ar Tee Or Beydart
Betart
Be tart
bet art, beta rt, be tart, betart
officially "Beytah Are Tee"
And who are you to make official statements?
an owl
better tarty ๐ ๐คค
finally getting around to fiddling around with the auto exposure
I mean this in the best possible way
this is cursed lmao
excited to see the results 
I'm still play around with it
Struggling with how to implement the min and max thresholds because the cone stuff I have in the auto exposure already acts like a perceptual min and max threshold...
what about the center-weight metering?
@hard chasm opened a pr for the auto exposure stuff on remix plus fyi
https://github.com/RemixProjGroup/dxvk-remix/pull/32
it's not letting me open a pr on your b173-remixplus branch
would've opened a pr if I could lol
also be aware that the contrast from the tonemapping comes after the auto exposure so it does not get accounted for
gm chat
How it works minecraft uses opengl?
it bypasses the rendering api completely, the wrapper hooks rendering functions and passes them over to Remix via the Remix API
That not a gmod Map









