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nfsu2-rtx-remix's Introduction

NFSU2-RTX-Remix

RTX Remix mod for Need for Speed Underground 2


Dependencies:

Installation

Video Version or reader's version:

For Playing:

For Contributors:

Required Tools

  • git for Windows. Download
  • git LFS extension to manage large binary files like .dds and .usd. OBS: .usda aren't binary and we want to see and review their content. Link
    • The repo is already setup, you just need to run git lfs install.
  • Omniverse Launcher Download
    • In the launcher, also install USD Composer (Formerly named Create), the main tool we use to manipulate USD/USDA files and develop the modifications to the game.

Installing Dependencies

  • Download Underground 2 Widescreenfix and paste the contents in the game directory. NFSUnderground2.WidescreenFix.zip.
    • Modify the scripts/NFSUnderground2.WidescreenFix.ini with a text editor so WindowedMode = 4 and Skip Intro = 1.
    • Rename the dinput8.dll file to dsound.dll.
  • Download RTX-Remix 0.2.0 and paste the contents in the game directory so the .trex folder will be next to SPEED2.exe. Link (GitHub Login required to see the links).
  • Do the same with Bridge Remix (Release version) Link (GitHub Login required to see the links).
  • And with DXVK Remix (Also release version), but paste the files inside the .trex folder. Link (GitHub Login required to see the links).

Installing the mod itself:

  • Using a terminal (Ex: Git bash):
    cd "C:\Game-Install-location\"
    
    # Initialize an empty repository in the game folder
    git init
    
    # Add NFSU2-RTX-Remix.git repo as the remote origin of this local repo
    git remote add origin [email protected]:Ekozmaster/NFSU2-RTX-Remix.git
    
    # Fetch all the most up to date information about the repo
    git fetch
    
    # Jump into the main branch with "-f" to ignore game files, so you get the latest stuff from the repo
    git checkout main -f
    
  • Copy the rtx-remix-defaults/rtx.conf in the same folder as your SPEED2.exe.
  • Have fun!

nfsu2-rtx-remix's People

Contributors

adamplayer avatar countbuggula avatar ekozmaster avatar hemry81 avatar nicklllmedia avatar oralet59 avatar

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nfsu2-rtx-remix's Issues

[PT. 2] Mesh replacements for common walls/fences on roadways

  • Avenue medians and rails
  • Beacon Hills East Park Fence Wall
  • J.Strong's Texas Barbecue Chain Fence
  • Brad Lawless Memorial Fences
  • Beacon Hills East Cobble Wall Flat with Foundation
  • Light Cobble Wall Curved at Beacon Hills West "Bunny Ears" roads.
  • Beacon Hills Wall in front of the LV Gas Station
  • Jackson Heights white wood fences
  • Jackson Heights concrete walls with retroreflective signs

ReSTIR excessive brightness

Sometimes the game might become really bright, and it happens over multiple frames when enabling ReSTIR GI:
image
image

On mine it happens consistently, but on the first times I booted the game, it would stay fine for a while and at this point in the city roughly ReSTIR would kick in and blow my retinas. It is happening before the Tone Mapping step, as shown in Debug View for EV100 values:
With ReSTIR
Without ReSTIR

I managed to mitigate the effects a bit by lowering the Boiling Filter Reservoir Remove Threshold from 60 to 45 on ReSTIR settings.

[PT. 1] Mesh replacements for common walls/fences on roadways

  • Guard Rails Tip and retroreflective thing
  • Cobble Wall Flat
  • Cobble Wall Curved
  • Cobble Wall Curved Tall
  • Chain link fences
  • Casino Small curved fences
  • Casino short curb wall
  • Yellow Jersey Barriers
  • Old Worn Jersey Barriers
  • Fort Union Small fences
  • Regular Bollards
  • Fort Union Cathedral Fence Wall
  • Guard Rails
  • Hedge Fences Textures
  • Concrete Reinforced Chain link fences north cathedral next to the tunnel construction

on playable issue

AMD Radeon RX 6600 does it work with this card as well because every time I tried plays on playable

Increase culling radius

The culling system is still limiting the amount of data fed into remix. Ideally it would have about double the current distance behind the player camera.

Fix conflicting lights that spams SPEED2_d3d9.log

We're getting spammed with these errors which change mesh hash depending on location of the map:
err: Light prims attached to replacement meshes must come after a mesh prim. mesh hash: cb7b4b58367e75f9

Some light placements are producing those errors for seemingly no reason. I binary searched disabling them by hand in their usda to find a few of them, but there is more around. Tip: Run the game through a terminal to see the log live.

02_roadways.usda

over "mesh_E9DEF663052D1C38"
{
    def SphereLight "FancyStreetLamp" (
        prepend apiSchemas = ["ShapingAPI"]
    )
    {
        float colorTemperature = 3500.0
        bool enableColorTemperature = 1
        float exposure = 1.1
        float intensity = 90.0
        bool normalize = 0
        float radius = 0.5
        float shaping:cone:angle = 90
        float shaping:cone:softness
        float shaping:focus
        color3f shaping:focusTint
        asset shaping:ies:file
        double3 xformOp:rotateXYZ = (0, 0, 0)
        double3 xformOp:scale = (1, 1, 1)
        double3 xformOp:translate = (0, -3.1000000461935997, 6.900000102818012)
        uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ", "xformOp:scale"]
    }
}


over "mesh_06776E392C0B5E0C"
{
    def SphereLight "PostTopOnAnArm" (
        prepend apiSchemas = ["ShapingAPI"]
    )
    {
        float colorTemperature = 4000.0
        bool enableColorTemperature = 1
        float exposure = 0
        float intensity = 88.440006
        float radius = 0.4
        float shaping:cone:angle = 90
        float shaping:cone:softness
        float shaping:focus
        color3f shaping:focusTint
        asset shaping:ies:file
        double3 xformOp:rotateXYZ = (0, 0, 0)
        double3 xformOp:scale = (1, 1, 1)
        double3 xformOp:translate = (0, -3.1000000461935997, 7.000000104308128)
        uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ", "xformOp:scale"]
    }
}

0105_Global.usda

over "mesh_11DC2B18D6329ABA"
{
    def SphereLight "LargeStructureAccentBase" (
        prepend apiSchemas = ["ShapingAPI"]
    )
    {
        color3f color = (0.3320464, 1, 0)
        float colorTemperature = 4500
        bool enableColorTemperature = 1
        float exposure = 10.5
        float intensity = 2999.5
        float radius = 0.1
        float shaping:cone:angle = 90
        float shaping:cone:softness = 5.3
        float shaping:focus = 16.1
        color3f shaping:focusTint
        asset shaping:ies:file
        bool treatAsPoint = 0
        double3 xformOp:rotateXYZ = (180, 0, 0)
        double3 xformOp:scale = (1, 1, 1)
        double3 xformOp:translate = (0, 0, 3.200000047683716)
        uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ", "xformOp:scale"]
    }
}

010104_beaconHillWest.usda

over "mesh_ED87F22F16395A8C"
{
    def SphereLight "ShortWallTopper" (
        prepend apiSchemas = ["ShapingAPI"]
    )
    {
        float colorTemperature = 3500
        bool enableColorTemperature = 1
        float inputs:colorTemperature = 3000
        bool inputs:enableColorTemperature = 1
        float inputs:exposure = 0
        float inputs:intensity = 150.2
        float intensity = 150
        float radius = 0.225
        float shaping:cone:angle = 90
        float shaping:cone:softness
        float shaping:focus
        color3f shaping:focusTint
        asset shaping:ies:file
        bool treatAsPoint = 0
        double3 xformOp:rotateXYZ = (0, 0, 0)
        double3 xformOp:scale = (1, 1, 1)
        double3 xformOp:translate = (4.700000070035458, 0.20000000298023224, 1.2000000178813934)
        uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ", "xformOp:scale"]
    }
}

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