#BetaRT - RTX For Minecraft Beta 1.7.3 (WIP)
1 messages Β· Page 4 of 1
holy peak
damn, goodluck
graphics
still working on adding beta-era chunk types as even early vers of MCEdit apparently removed it


β¨
really impressive, esp in such a short time
i didnt not intend to go this far but it was worth it
there are no commands ingame to help u spawn a charged creeper?
no mods even
not that i could find
singleplayercommands lets u spawn mobs but not charged creepers
and no commands for lightning?
no
Wouldnβt this depend on the resource pack?
I'm not really sure if the transparency is fixed or if it can be controlled through the resource pack.
@hard chasm is betart supposed to be doing all the lighting through specular?
checked the debug views also
would think everything should be done via diffuse since there aren't any pbr assets
when did this release
lies
what the hell
ill fix this tomorrow
I think you have the game's textures set to metallic maps instead of albedo or something
more than likely its just how the API upload works atm
metallic/roughness are only loaded if files are present, otherwise its just albedo
this is probably going to be the same case in something like UnityRTX if i had to guess as well
i'll have to check FO4 for this
i also say this because @final mountain has done PBR mats and they had no visual issues
only noticed because I was trying to get the auto exposure to work off the diffuse lighting and I couldn't find the diffuse lighting
shouldnt be a hard fix
yeah ultrakill is the same
though i notice its almost as if the albedo is submitted twice because it looks normal with diffuse on
toggling the diffuse didn't do anything in betart
(Apart from the evil and despicable normals)
ah right
ok well it wasnt a runtime issue lmao
it was the metallic bias which i had cranked so materials werent reflective 
resetting it fixed it
imo it doesnt even look at different with it reset so idk why i actually set this 
whats ur fps at 1440p when playing this?
depends on the render distance and PT quality
200fps, native no Framegen obviously

bro dont
53-ish fps @ 1440p DLSS Balanced with short render distance
i think i have said it like 1000x times perf isnt final so i dont really like reporting fps numbers but meh
Wouldnβt PCIE provide the best performance
sure but i dont wanna take apart my whole pc for that
i have another rig with a 2700X but the case is too small to fit the gpu as well
just connect it over wifi
For me, I just have to open the side panel, and swap out the GPU
i dont wanna open my pc π₯Ή
No
not right now
Framgen 6x its possible
π₯
will be amazing (not frame gen.)
in mods running lighter path tracers ya
i'm betting on the "not right now" to mean in the future, probably.
you're referring to mods like photonics?
or radiance?
with radiance it is possible.
nah like quake 2 rtx, minecraft rtx, and mods using sultim's path tracer (HL1 RT, Doom 2 RT)
hopefully relatively soon, i did some profiling early on but I need to do it again
doom 2 RT at 1440p runs at 170-200 fps with sultim's path tracer but enabling remix mode drops it to 60 so im guessing its cause remix is a more complex path tracer since sultim's path tracer does suffer a lot with ghosting
u think path tracing minecraft at 4k 60fps will be possible for a 5090?
idk
guy who made DS2LE made a bunch of posts on how they optimized their path tracing mod if ur interested
I asked him about it before
He told me how he optimized everything
i hope you get to use all the information he gave u to optimize portal 2 rtx
cause the 5080 being at 70-80 fps native 1440p is beyond magical

thats beautiful actually
DS2 Pathtraced even runs well on RDNA 2
Truly one of the best optimized Pathtracing out there
this is how i feel seeing DS2LE getting 90 fps on a 5080
https://youtu.be/WC05uAWS99o?si=0xviO-EXIScZFpWR
scuba diver taking all of the sea urchins
he also isn't using restir at all lol
Yeah, SHARC which is voxel based
Sad that NVIDIA never released the Remix implementation
I wonder if itβs still being worked on
Rage said adding SHARC is pretty straight forward
at least it was for LE
at one point I was implementing it but then I saw NVIDIA had it already implemented and thought "why am I going to work on something NVIDIA has already"
they just haven't released it for some reason
ily sharc
that's fair lol
I'm not entirely sure why but remix is consistently one of the heavier ways to do path tracing on my computer, I've just kinda accepted it by now
compared to official path traced games?
Sorta... Portal rtx ran pretty similarly to cyberpunk and Alan wake 2 for me but most other remix games like NFS underground, half life 2 rtx, skurtyys portal 2 pack, painkiller rtx, all run much worse for me. And so far wipeout rtx https://discord.com/channels/1028444667789967381/1507357123376320764 is the only one to run as well as official implementations like bedrock rtx and quake 2 rtx, or any of sultim's mods
Really?
@brittle path explain
It really shocked me, I haven't played more than like twenty minutes but I never dropped from 120 vsynced at 1080p dlss quality
I even went to dlaa and didn't seem to drop below 120 either but my GPU usage was nearing 100 so I imagine it probably could have if I played long enough
I have a 4080 super
wipeout probably has so few draw calls that it doesn't run into the issues remix has with higher amounts of draw calls
yeah same for gmod rtx
How did you reduce the drawcalls in Gmod?
they're just low to begin with
but perf mode does decrease it a lot because it splits geo into large chunks
Iβm guessing not Portal 2 then?
since its a ff conversion, i have no idea
Wish we could just use the shader version

you should send 1 screenshot of portal 2 rtx like as a joke and we would all laugh because it would be really funny and crazy if you did that 
we would all think you were so cool and funny if you did that and we would all start calling you "king" for short hahahaha 


I think I was testing FSR in that pic, lol
Wow yo8re so cool ... wouldnt it be so much cooler if you sent like 3 more hahahaha lol no thats too crazy... unless???? 
Iβm bored anyway and I do kinda feel bad for slow development


@fallen birch can i send my screenshot
Go for it
We all love you now 
PERSONALLY 
Those black tiles are as beautiful as I am

@final mountain https://cdn.discordapp.com/attachments/1296632990214127667/1340422800560623686/image.png?ex=6a136283&is=6a121103&hm=e4cc32a808634ed5dc0b5296152cd4e39e932b373a9a17bdea1367881f216f68&
https://cdn.discordapp.com/attachments/1296632990214127667/1340422802498519060/image.png?ex=6a136283&is=6a121103&hm=7f06a3f246a1d0b97707ade97c08849c18ce75ef57138125cfcfb6b67de4aca1&
Need this back 
Dont leak my Crazy Gadget

(You wont leak my crazy gadget I deleted it)
This is now the secret much cooler version of showcase

In simpler terms: Off Topic #3

that second one is going on the steam page 
Thats the money shot right there
#5*
Itβs actually been my Steam Deck wallpaper for a long time, lol
Still is
Something something great mind think the same

brochacho what
Kdenlive FTW

the sheep at the end π π π π π
BA
waiting for the day we see real caustics in remix
one day

Probably
All you need is a pretty spritesheet and a dream and a 2 billion dollar claude subscription 
WIP
Can I just say that about anything
Yeah im working on GTA V RTX Remix project..... but its WIP...... Heh.... im so damn cool
technically everything is possible if you imagine
im playing gta 6 in my mind as we speak
Everying actually is possible if you have the 200$ claude code subscription







starting work on selection outline
Erm the "selection outline" is actually called the "Block selection outlineTM" in minecraft and it isnt actually purple π€ βοΈ Its actually blue
Block selection outlineTM is on lean
1.0 or 1.9?
CR should work on adding geometry lods to betart with server sided support, so we can play raytracing at 2048 chunk render distance
CR is far too old to be putting himself through so much stress
π΄
i was actually thinking about this, but i think it kinda goes past the "match vanilla exactly" vibe
i might still do it as an opt-in feature
Handheld items have stable hashes
I can make diamond tools translucent and pretty

(They will just look like jelly)
should really try mesh replacements lmfao
500 SPHERES
(So if you dont get the joke, minecraft is a voxel based game made entirely of cubes, so putting a sphere into the game would be seen as subversive, unnatural, and comical)
finally its 3d
Now add anaglyph 3d filter 
Actually that lowkey sounds cool im gonna do that real quick
Damn it now im ordering 3d glasses from amazon because CR said the word "3d" and its 10:35pm 
anything i should do to make it stick out better? I was thinking of making it glow but idk
Nope its perfectly as it should be
Actually yeah make it emissive and make it super bright RGB 
Like a gaming computer 
lmao ill add that as a style
you ask and i shall provide 
and provide you did
(I hate this and now I hate you for doing this and putting the blame on me)
You cant insult my "Minecraft movie" "This will be minecraft in 2013" texture pack anymore after this you just cant
I wont accept it
lmfao
It should be active on April Fools
THIS idea is far more acceptable to me
Because its a joke. Its April 1st and the RGB is a joke, not to be taken seriously or "loved"

its too late, RGB is default, any other block selection outline will be behind a $14.99 paywall β’
how else am i gonna pay bills
I should do this but with everything I make
Ill finally be in the green
We should all collectively start putting everything we make behind a paywall, no one can stop us if we all do it

Can I get a build

Sorry pal.... kool kids only,....

i'm trying to make cyberpunk 2077 remix
β¨
Show 
buggy fire and damage overlays (no animals were harmed in this video)
Hey why is there a supernova happening in the sky 
Why is bro so fast
Filthy cheater
autoexposure was turned off lmao
i'd love to remix a PS1 game
like
hm
driver 2
i might give it a shot
π₯
I didnt know this server was full of so many.... elderlys π΄π΅π§


GOOG if it was GOOD!!!!!!!!!!!!!!!!!!!!!How do I get this?
just squint your eyes really hard
Would we call this Feline 11
π₯ π₯π₯π₯π₯βοΈ βοΈ βοΈ
theres only 1 e emoji

tf
πΏ
first ever non av1 video
ya i could actually play it on my phone this time
was shocked really
such a shame the bounce lighting in remix updates so slowly and even if u use importance sampled it'll be noisy af
damage overlays 
it looks like you're playing here
we finally reached 2014 minecraft blender graphics
if creative mode existed in beta 1.7.3 i think it'd be my fav version for java
singleplayercommands gets u there mostly
fuh

i think thats all of the vanilla visual features?
oh wait creeper charge
idk if you've showcased it yet, but do doors and all of the variants of them work properly?
yuh
Love the 3D block outline
its customizable btw
#1493835790801965116 message
remember to blame @final mountain for this momentous idea
π
@hard chasm would you be willing to add sun rotation like in mc bedrock? to just make sun more realistic
like as option
no, it strictly follows the path of the vanilla one
β«οΈ β¬
awww yea everything working as it should
what the fuck
seems to be a remix bug lol, re-enabling RT fixes it
do they in vanilla
btw i joined this retromc server, this shit looks in-fucking-credible with BetaRT
vid incoming
definitely the hallmark of this project is visiting these servers
brotato what
Why is it blue only mine is meant to be blue 
This is also the part where I say "This looks done what else is there to possibly add" and then you tell me "bro I need to literally build the entire universe first"
it usually works that way doesnt it lmao
i think I am done with stuff visually? I need to fix some input issues after switching to lwjgl3
this server genuinely killing my fps
Yes they do they have a separate outer layer that glows 
Its subtle
Performance not final
This will be running at 200 fps 4k no dlss soon enough 
i mean i think atp perf is extremely fair here because this server is so fucking dense

this shit so beautiful
im literally walking in a blender render
the indirect lighting is so fucking pretty
fuck dude i would be ascending to heaven if i was high rn
what in the monolith
I think only slightly

Itβs more noticeable in the dark
Scroll up lil bro
Ah, lol
Oof that fps is dropping?
map is so packed bruh
remix is not taking it well
more than likely drawcall bottlenecked plus the high light count
How come drawcalls are still problem even when thereβs no translation basically
Whatβs the difference between RemixAPI and Native?
i have no idea, but this is 100% a universal issue with remix
fixed function and api might as well be both native
do you have motion blur on
according to google ai bedrock rtx hardlimits the number of point lights to 16 per chunk. how many are currently being rendered in a single chunk in this scene? (in the video below)
all of them
there is no cap
oh in a single chunk? i have no clue
yes
after seeing how broken signs have gotten while playing MP, those are now fixed βΊοΈ
does the bottleneck happen on gpu or cpu?
has to be cause of remix native renderer doing 60 fps on doom 2
i would love nothing more than for a full version update to be focused soley on fixing that issue
remix
cannot wait to fix these integer issues someday π₯ (the viewmodel shaking)

Drawcalls are CPU iirc
But itβs a Remix issue
ye but if a 7950X3D cannot bruteforce fps in that scene
nothing will
so im gonna have to start profiling remix and see where i can improve things (if at all)
We can batch drawcalls though, right?
To help reduce it
has nvidia said anything specific about the drawcall stuff? sounds like they know what the issue is
i havent found anything
@inner slate would you know why? 
-# pinging mark on a sunday 
ah so the gpu rests at like 60-70% while cpu works overtime at 80-90%?
I wouldnβt know, Iβm always bottlenecked by CPU
usually when i play remix my gpu is at over 90% while cpu rests at 20% or even under 10 in some cases
Must be nice, my GPU sometimes drops to 70%
you also have to look at the core usage not just the overall cpu usage
you can run into a cpu bottleneck at like 20% overall cpu useage because it'll be hitting like 2 cores really hard
i mean i think im chillin if my cpu is under 10% utilization
doom 2 RT with remix is 99% gpu utilization cpu around 6-7%
i mean like in this case none of the cores are really saturated nor is the GPU
render distance, PT quality, and DLSS have no impact
so remix is just slammed
50%????
omg bruh im so sorry for u
@gritty geyser can we pretty please get the profiling tools you've been using for xcom 2 (:
huh
is that not degrees
the further away from spawn the worse it gets lmao, my player got parkinsons
he has some profiling tooling based off of tracy (I think) that's he's been using to optimize xcom 2 lol
might be helpful
Should have just made a custom pathtracer

Should have just used sultim's path tracer
naw im glad i stuck with remix
Shouldve never been born to begin with

imagine having to add motion vectors to minecraft manually
and all that fun stuff you need
yeah trying to do this with anything custom would've killed this project within the first week
Average RayTracing mod:

Now that BetaRT is finished
Surely itβs ready for a showcase

its a shame there's the frickin wobbly issues most games seemed to have fixed before
steve clearly has parkinsons, please don't call it "frickin wobbly issues" its very insensitive

am i
insensitive media?
view model? more like view throttle
Who's aRt are we Betting π π π π π π
artists

bros trying to trick us with those bedrock rtx screenshots
No one tell cr im leaking I definitely didnt just ask him if I could post


Happy for you
I kind of wanna use this in the showcase video
If CR gave you a copy I can send the materials

I could actually send them anyway even if you didnt you just wouldnt be able to do anything with them

you could send everything but not tell cr

I can't do that im a real gatekeeper now like CR 





you could always be a fake gatakeeper

Whats the average FPS in a close scene vs a wide open with BetaRT?
I think CR is working on performance literally right now or soon so we probably wont have any concrete numbers until right before or at release
- it all will depend on render distance and PT quality settings
Ok none of that corporate talk please lol (if you actually have access), Im working on wrapper for Hytale, my average FPS in close spaces is 25 or higher. In open spaces its 15. RTX 3090
There is a serious issue with bottlenecking when dealing with so many millions of small pieces of geometry aka a voxel game. DM if you want, but Im geniunely curious for own work what you are running into https://github.com/NVIDIAGameWorks/rtx-remix/issues/972
My suggestion for CR is to implement something similar to how bedrock rtx optimizes their point lights. I feel like there are way more point lights being rendered than what is expected, and that's destroying frame rates immensely.
Game is in early access, only released a few months ago, and people are already trying to remix it π
i dont know how thats "corporate talk" (??????) its just... literally the truth? lol
@hard chasm just a review copy 
You get the special "press release" demo version

If you have access to BetaRT currently, I was just asking what your current FPS in the current build averages out to be
The journalist version where the game plays for me

jacob does, and im sorry but his answer is already the appropriate one
Then let me re-phrase since its a sensitive topic, what is the FPS you are targeting then?
indoor/outdoor dont really matter currently. there is a form of occlusion and frustrum culling but its very toned down since it doesn't really affect performance
ideally around 90-ish fps @ DLSS Quality @ 1440p on my 5080 (without fg ofc) but its going to require profiling and optimizing remix
project is currently drawcall/gpu bottlenecked
performance is good in survival worlds, but it will tank with a lot of lights and entities more than blocks
i think maybe removing optional... options is not a good thing actually
Its more effort than just disabling the setting, for the same result
no point in removing it, anyone can use it if they want
I just had a great april fools idea but id have to wait all year now
I hate when that happens
lmao
Thatβs what I did for SCP
just a fy,i, but my 2060 can handle this entire scene faster at balanced than this can be handled on a rtx 5080.
Just disable what Minecraft RTX doesnβt use

._ .
even with the bridge and the extra runtime stuff i feel like some additional optimizations could be made. A 5080 losing to a 2060 is still crazy
I donβt think weβll ever get Minecraft RTX level optimizations in Remix, lol
Thereβs optimizations that can be made, yes
But Remixβs nature just wonβt allow it to reach those same levels
should just wait until cr is done doing his thing instead of speculating :p

patience is a virtue or something
VIRTUE Ultrakill RTX Refference Absolute cinema
ty
worst case scenario i can at least learn what doesn't work
optimization wise
Unc is gonna become optimization wise π§ π΄ πͺ¦
Why the
Pbr look like have a sharpenig fitler
Because im just cool like that 
No one has noticed the paintings
I forgot I had them still lol
never
Why
Because CR is a gatekeeper 
Do It
be nice
Be Evil
there's really no point for it if i can't make everything shiny or metallic with the runtime settings
Trueeee
I need pathtraced RL Craft Now
Grok is the new kind of Ipod dont worry about it
MM Ok
there's radiance for modern minecraft
But it like sucks dick
Is your discord at 600% zoom just curious
1000% obviously

most kind remix user
most kind youtube commenter*
yall are ironically gonna out me as one π
CR confirms heβs locking BetaRT on Patreon for $10

π
consider this a warning
Something about the PBR still looks wrong to me

That's creepy. Just look at jack
do you get the ray reconstruction mirror artifacts?
Yes
(except on iron armor for some reason I think it might be because its less reflective)
ray reconstruction makes me so sad
why u so sad
performance profiling is not fun
nice, tracy crashes like 3 seconds after injecting
i've even updated all of the hook points from the ancient 0.8.0 version to 0.13.0 and the same happens,
also who puts all documentation into a PDF π₯
add NRD spherical harmonics mr
time to debug the tracer π₯
great start
i wonder when getting optimization information from tracy where do you implement the optimizations in
i only know about modifying remix games thru the dev menu
bro take this to off-topic #4 #1116089843479498782 π
this is reblur too not even relax β€οΈ
reblur updates faster than relax but looks worse right?
Yeah, saves performance because of that
DS2 Pathtraced uses ReBlur
Combine that with SHARC
We would see huge performance boosts
But this is off topic #5

how much better does relax look with spherical harmonics?
Itβs a WIP so not much currently
ReBlur has the biggest benefit rn
Also NVIDIA ships an older SDK so were probably missing some stuff too
its older within remix or the release sdk is older than the current source code?
Within Remix and we canβt swap it out because it comes from a private source
They donβt use submodules for NRD, they use packman
oh my god π
β€οΈ
it even works well with upscaling this is actually goated
also im surprised no one ever tried using a method like this in remix
making the path tracing half resolution

Goated
dmitrii so goated
Looks really good with cavity shadows
unc got mogged in his own thread πͺ¦ π₯ π₯ π₯ π₯
I dont see a world where nvidia doesn't hire this guy theres just no way he gets away with it
is he not part of nvidia? it said he authored NRD
guh
betart
I should implement this in my blender shader
probably nothing new, but i was able to get it to run for over a minute, seems like most of the frame time is spent on remix api calls
now to rework the entire remix api 
i wouldnt say its anything concrete
i would at least let it run for 5 mins if i could
i was looking into optimizations for it, but wasn't able to find anything particularly useful
i need to run tracy for FNV. what did you do to get this running?
black magic
because its so broken even with the "supported" setup from NV
at least with remix api games
no the fuck we dont
just knock off the shitty behavior
LMAO
π΄ πͺ¦ π₯ π₯ π₯ π₯ π₯ π₯ π₯ π₯ π₯
blud π
CR is old theory CONFIRMED
for real though, see if you can get it working with a native d3d9 game using NV's instructions on their readme
bro what
hopefully i can figure out these crashes, i will more than gladly PR my tracy header updates and fixes
when using tracy info for optimization to u optimize thru the remix dev menu or go deeper into the source files of remix?
i would assume source files, i haven't actually done anything yet other than get captures
HOLY FUCK
is that a ram icon?
yes
ok well here is the results from the mall scene where the game runs at like 11fps lmao
i hope ur able to learn how to use this information
waiting for work π
yeah so the renderer is doing nothing most of the time lmao
hopefully that's a good thing
would imagine it would easier to optimize that then if it was actually doing stuff
yeah
so this probably moves most of the blame to the wrapper, i guess ill need to start integrating tracy into it for the full picture
though i think this is a very different bottleneck from normal survival worlds where you're GPU bottlenecked 99% of the time
i could probably add support for tracy to the FFP template too. would be useful for things like this. if i get it going in FNV (and Nvidia's directions work) i'll add it like that
yeah watch the fps and gpu usage here lmao
the chunks in the mall are already loaded from the beginning of the video, but it still dies when i get closer
so im thinking entities bogging down my wrapper
with FO4, things get real bad if i go into areas with lots of small objects/models. maybe a similar problem
note that changing any rendering-related settings do absolutely nothing
brother π
how many point lights are rendered in that scene?
6K+
but remix isnt the bottleneck here
yay 
got a basic tracy implementation in my wrapper
Sounds great

ik there's a small chance but i really really hope they update NRD fully
so we have sigma for direct lighting
and reblur for indirect lighting
sigma gaming π
ty remix for making me feel like im breaking and entering into a mall at 1AM
π₯
14fps
Canβt wait to play on AMD at 1fps

thats why im profiling π
idk im still adding scopes
but its mostly the end of the chunk build for some reason and dynamic entities from what im inferring
BVH going brrrrrrrr
π₯
i'd imagine it'd be 5 fps if u used the pre gpu optimization remix build
nah BVH isnt the issue at all
@fallen birch
#1493835790801965116 message
BLAS is like #6
Whereβs the TLAS sit at?
i havent seen that mentioned yet
I should run P2 through Tracy
Need that profiling in everything
wait so your telling me knowing what is causing the performance issues helps you optimize?

well now the wrapper is no longer the bottleneck
its remix's DrawInstance
drawcalls babyyyyyyy
next step is instancing to reduce that
-# what does the ingame performance look like now?
peak
still little-to-no GPU usage
make all the blocks one instance 
lol
chunks themselves dont seem to have that much of a perf impact looking at tracy, but i am going to instance those into WAY larger batches
gmod rtx does this for world geo in perf mode so i think it should pay off pretty well 
so kinda like fallout 4's precombine system?
if you are familar with that
i am not :3
but im assuimg its the same thing
csgo also did that for static props iirc (not remix)
i think if lightspeed fixes the drawcall issue we should send them a nobel prize in peace
bro remembered what his profile was
naw this is probably gonna take a few days

I know what youre planning
gonna to lock the optimization button behind an extra 15 dollar paywall
it's the EA way

sorry for the necro but do you still have the code for this?
Maaaaybe
could I maaaybe take a look at what you did? (:
I'll look for it later
thanks

This is in reference to the CPU performance that doesn't scale well with lots of draw calls?
The fundamental issue is that we're set up as an immediate mode renderer - meaning that every frame, for every draw call, we redo the d3d9->scene conversion, then most of the scene->vulkan conversion.
We do some tracking across frames (for motion vectors), but for the most part we're redoing a ton of conversion work every frame, even for fully static frames.
To get better perf, we need to convert over to retained mode rendering - where we convert a draw call once and cache it, so that in future frames the only cost for that draw call is recognizing it. We also need to do better at making the vulkan TLAS setup incremental (reuse the previous frame with some changes instead of redoing it every frame).
Unfortunately... that's a major architectural change, and our CPU rendering pipeline has a lot of... complex corner cases. Trying to refactor to retained mode rendering without breaking anything is a headache and a half.
We're making progress in that direction, but it's not a quick & easy "oh just optimize this for loop" type problem.
ty for clarifying π
that makes a lot of sense
I told you pinging Mark was a good idea

Iβm sure CR will overhaul Remix with all these changes

im so glad its something youβre slowly working towards instead of just accepting this is how remix is like
can see why handling all the static geo on the remix helps things significantly
Ya i remember cr showing the perf increase of the portal 2 static geo being done fully thru remix
got a 20 fps increase
All from one test optimization
Yeah... if we were only trying to keep support working for a single game, I think this woulda been done years ago. The problem is keeping support for all the corner cases that have gradually been added in at different points in the pipeline.
Makes me wonder what happens if we disable TLAS rebuilding like @terse depot

ughhhhhh
So, theoretically, people could make their Remix forks centered more for their games and improve performance?
you dont know when I wake up
I wake up when the coffee is done brewing
it definitely wasnt 12pm 
oh absolutely, although the more they do the harder merges from main will become.
We do try to make sure most game specific options are well gated behind RtxOptions though, so they shouldn't have much cost on a game they aren't active on.
It's more that doing optimizations while keeping the terrain baker, OMM, vertex shader capture, skinning, etc etc all happy is difficult
If you decide you don't care about some of those features, then any refactoring only needs to keep the features you care about working
i.e. the optimization I'm working on now was working great for Portal and HL2 a couple weeks ago, but it was breaking a bunch of other games I know people are working on.
Is there any future features coming?
I think I could honestly live with that for some games like Portal 2
I'm not allow to talk about that sort of thing
Ah ok
Fair enough
NDA is odd but understandable. But if we made a feature and it was planned already. Then what's the point of implementation of the feature self making.
NDAs are pretty normal in tech
Yea
But if we don't know something. What's the point of making a feature that's planned already without knowing. It waste time
That's totally understandable, but from any company's perspective, publicly announcing a given feature means committing to it... and then possibly having to break that commitment when internal priorities shift, the feature winds up being harder than expected (or just not working well), etc. We do a lot of experimental stuff that never sees the light of day, and what we're working on can shift dramatically with little warning.
Are the abandoned experiments public?
nope
Ok
usually cause they didn't work out for one reason or another
Fair enough
no reason to polish something up and make it release ready if all it does is tank performance with no actual visual improvements, as an example
But the idea is still there at least
SHARC be like:

Only saw it in a article
Hoping itβs still being worked on
π€
Lol

Mark even has limitations put in
Just putting it out there for anyone to hear
I would appreciate SHARC very much for optimization

We need a mark ai module
i hope they say sharc is canceled so you do the work
Ai make me a gpu better than a 5090
Jk
Probably could make a gpu processor patch to implement new gpu custom code but I'm not bricking my gpu
Only thing I will test is when Intel arc cards go caput when I get a new gpu
π₯ π₯ π₯ π₯ π₯ grossest discord client ive ever seen
need to put unc in a home π₯ π₯ π₯ π₯ π΄ πͺ¦
God, that's fucking ugly
lmfao
Shame
Huh... feels like the 90's
im surrounded by the elderly πͺ¦ π΄
u gotta be like 70 π
ill be dust looong before then dont you worry unc π΄ β°οΈ
with how many android phones i have running termux, i can probably cobble up something in a day :P
did you guys witness the library of alexandria burn down what was that like π΄πͺ¦ πͺ¦
idk i forgor π π΅
CR so old he got dementia
Soon heβs going to forget his Remix knowledge
π₯
i'd have to use windows zoom feature just to see what's being said on screen.
no heβs using all his brain space purely for remix
whats remix
Yes
when you mix up your drink again obv
So what youβre gonna do is look up DOOM 3 RTX and contribute to something called Ice Bridge
It allows Pathtracing in older games hence βRemixβ

I dont know what gif im about to click because the new ones ive favorited dont load in the menu so you cant blame me for anything
Perfect
go to bed unc π΄ π΄
Guys we need to put CR in a home we cant take care of him anymore
Catrappa has made the advancement [how did we get here?]
e
I vote we also put king vulpes in a home for safe keeping
Me starting a war with the other seniors:
suffice to say, i think that mall map was making even vanilla 1.7.3 crawl, i was able to recreate the bottleneck on a local server...
think im gonna pull a bedrock rtx and just limit how many entities are able to render in a chunk close to the player
nvm π₯
signs are considered entities? i wouldn't've even considered them block entities.
yes because they contain data, like chests
π€ βοΈ
Your brain is an entity then

I don't have a brain for all I know, ive never seen it
checkmate unc
LMFAO
its definitely dynamic entities
remix just fucking dies
ima try a quick test and just no-op entities and try that beta server
yep
looks like im gonna have to do the batching/mesh combination in the vanilla game first
fps is stupidly low even though its not being passed to remix
π«
Iβve never seen someone actually murder Remix before
let the vanilla mesh batching/merging begin
this should actually improve perf a lot if possible, but it will probably potentially fuck up any mods
imagine if mesh replacements worked with the optimizations
i can leave a compat path for that if really needed, but this mod is just to add path tracing to the vanilla game, so probably wont happen
anything with bones can still be replaced
oh would you look at that the mall is playable π«
im personally okay with the tradeoff, im all onboard with your goals for this mod
i havent actually batched anything yet, thats just the mall with dynamic entities off just as a test

oh well im dumb for not watching it all the way through lol
work has begun, paintings first, completely skipping the calls on vanilla but forwarding them to remix
does that mean they wont sow up in f2 screenshots 
yep I meant sow up not a mistake 
yeah
soon everything in the F2 screenshot will vanish π»
(ofc ill redirect it to remix)
ok actually working this time without render artifacts 
(steve is hallucinating)
I wanted to ask mark if working on remix all these years has started to get tiring or boring
But i don't feel like its worthy of a ping
It does feel cruel to just ask mark about remix but not ask mark how he is doing :(
RR storm
major RR turbulence
Rude Rays
Thank you
RR is a hard acronym
Rancid reconstruction
Repulsive rays
Got it
good things 
steve is trying to lose some weight and has apparently gone schizophrenic in the process
Steve is becoming rayman, at least partially
I like my theory better tbh
he has no arms but a chest, but inverse rayman has arms and no chest. so technically steve is the inverse of rayman

should probably move over the glyphs too just to be safe
π΄ bro was there when the glyphs were written
This is why youre not allowed in the cool kids club unc youre too old and you probably couldnt find it if you tried

π΄ β°οΈ
the evil sign shall haunt no more 
well time to see if this made a difference in perf at all
cuz that was the big 3
guys I think actually I might be the only kool kid
im the only one in the club and everyone else is elderly and turning to dust
brotato what π₯
wait, why does the game run better when its paused
(even tho its not cuz its multiplayer)
moving geometry?
Just keep the game paused so you get good FPS 
its not geo
oddly the toggles do have a perf hit at least when paused
mobs stop doing anything when the game is paused thats all I can think of
and the sky stops moving
but its MP
so nothing should stop
so it was moving geometry because steve IS geometry
outplayed again unc
no steve is jack black
they are one in the same

Just say its a UE5 port
problem solved
Your eyes will fill in the frames if you imagine
βΊοΈ
6GB trace full of the entire wrapper process
capturing way more than tracy's C++
ah yes of course very nice
performance? never heard of her 
custom profiler?
yeah
π Excited to dive deep into the architecture of our latest custom-built profiling engine! π οΈ By leveraging low-overhead instrumentation and asynchronous sampling heuristics, weβve managed to mitigate thread-contention bottlenecks and optimize our heap allocation telemetry in real-time. π
The synergy between our JIT-aware stack unwinding and the non-blocking circular buffer ensures zero-latency observability across our entire microservices mesh. π Itβs all about granular visibility into the execution pipeline to drive high-throughput performance at scale. π
#EngineeringExcellence #PerformanceOptimization #Observability #TechInnovation #Scalability #DeepTech
π₯
is this not the exact same words from my linkedin translation that I do not understand at all
Two wee scallywag cats tap dancin' in a galley sink with hair nets on, me hearties!
That is just a MC thing. My heavily modded modpacks do the same thing
read below
Yeah I saw, it is just odd af that with every graphics mod under the sun the performance hit is the mobs lol
It has to be a sign
SHUT THE FUCK UP LMFAOOOO
π₯ π₯ π₯ π₯ π₯ βοΈ βοΈ
the signs are building an allience against cr's pc
thats gotta be top 5 worse jokes ive ever made

ive been in vc for ages and no one has even said hi

need to shift away from that terrible joke immediately
Always has been
its secret
theyre secretly labled "voice 1" and "voice 2"
I understand that you might not see them because youre eyes barely work anymore (because youre really really old)
erm. i've noticed a misspelling on your end of the word your, because you're is a simplification of "you are" and your shows ownership or possession of something π€ π€ βοΈ π₯ π₯
βοΈ π€ βοΈ
is this the final water visuals
Itβs time to admit defeat CR
You can not beat the Signs
π₯ π₯ π₯ π₯ βοΈ βοΈ
beating signs is easy... just use abs()...
duh
I hate math btw
Get a pair of crocs now
Theyre so in im telling you
but...
remix is all math...
pow(a,2) works too


