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As each release of Remix comes out, I feel like my knowledge of how to use it grows with it. With 0.3 I learned the install process, the compatibility process and API wrappers, with 0.4 I had completed learning all of the upscalers and implementing those workflows into my projects. And now with 0.5 I'm learning more of the anti-culling techniques and remedy's when fixing a scene, along with scene scale. Culling is such a complex issue because you can't tell if it's Remix that's causing the culling issues, or the game itself. Remix has built in anti-culling options that correlate to the scene's scale size. The default anti-culling settings default to a large scale scene I believe, lowering the settings has completely fixed my culling issues in Tom Clancy's Splinter Cell (an experimental WIP).

Along with the release of Remix 0.5, a HUGE workflow automation improvement was shared amongst the Remix discord by Mechantie. They asked ChatGPT to create a script that would automate the process of replacing the albedo textures, normal maps, etc. by simply running the script. Before this, I had to replace each and every texture by hand. Replacing 1 single texture was a process of selecting 3 textures (normal maps, roughness, and albedo). I assume Remix will implement this auto-replace process natively soon as more updates come out closer to release.

I don't have a particular game I'm zoned in on at the moment. I keep cycling between Garrysmod, Tomb Raider, Battlefront 2 (2005), the COD titles. Each of them have their own hurdles to mount over when remixing, but they're keeping me on my toes. I'm hoping to get into Hitman more the following weeks. The hashes are very stable in these titles, I'm wanting to get better practice with lighting and finding a balance with exposure, intensity, etc. Lots I want to do, so many ideas with so many titles.Screenshot 2024 05 04 025703

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RTX Remix Modding

RTX Remix Modding

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A public group setup for RTX modders - RTX mods, modding, and collaboration!

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