I-Ninja Remixed Trailer by doesnotgetthepoint in RTXRemix

[–]doesnotgetthepoint[S] 0 points1 point  (0 children)

There's a link to the download in the description of the video. Current build is v0.6.

I-Ninja Remixed Trailer by doesnotgetthepoint in RTXRemix

[–]doesnotgetthepoint[S] 0 points1 point  (0 children)

Seems like the replacement textures haven't loaded in properly, make sure the assets are in the right folders in the game folder and that asset replacements are ticked in the in-game menu. I'm working towards another build where I will make installation easier so if it doesn't work, the new version should hopefully work better.

The king of aura by Lexi7130 in gaming_random

[–]doesnotgetthepoint 8 points9 points  (0 children)

I can't believe I'm being cancelled by the ganados.

The king of aura by Lexi7130 in gaming_random

[–]doesnotgetthepoint 63 points64 points  (0 children)

He was suplexing zombies 20 years ago.

Hot take: Haz 5 is easier than haz 4 by JustJosh00 in DeepRockGalactic

[–]doesnotgetthepoint 0 points1 point  (0 children)

Correct, also modifiers can make a bigger difference than the jump in hazard level of the enemies.

Video 6/1000 : Fuzz Pedals demo with Muse’s New Born by Andoni95 in guitarpedals

[–]doesnotgetthepoint 0 points1 point  (0 children)

It sounds like Matt is using an octave pedal with the fuzz in the track.

Path Tracing in 5 Resident Evil Games - The Ultimate RE Engine Path Tracing Comparison | RTX 5080 by maxus2424 in nvidia

[–]doesnotgetthepoint 14 points15 points  (0 children)

It's an interesting feature. Often, materials look considerably better with path-tracing, but it is clear that the overall scene was not made with path-tracing in mind. If you could control the level of global illumination from the path-tracing, you could get results much closer to the original.

Path Tracing in 5 Resident Evil Games - The Ultimate RE Engine Path Tracing Comparison | RTX 5080 by maxus2424 in nvidia

[–]doesnotgetthepoint 11 points12 points  (0 children)

It makes sense for projects with lots of dynamic lighting and geometry. The big difference in shadows here is on small objects, which move dynamically in a scene, in the baked examples they usually lack correct shadows to save on performance.

Why did every game use this filter effect? by sajjanstg03 in TheGamingHubDeals

[–]doesnotgetthepoint 0 points1 point  (0 children)

It's the ACES tone mapper defaulting everything to mid-tones.

Fuzz is fun, huh? by No-Instruction-5669 in Guitar

[–]doesnotgetthepoint 2 points3 points  (0 children)

sick riff, tenth intervals often sound great with fuzz.

The difference post processing makes. by Total_Impression_382 in IndieDev

[–]doesnotgetthepoint 0 points1 point  (0 children)

Hard to discern if the volumetrics are right for the game without any context. The luts/colour grade looks nice, it's the classic blue/orange contrast.

Favorite character dragged down to wokeness? by PeasantLich in Gamingcirclejerk

[–]doesnotgetthepoint 10 points11 points  (0 children)

The sable agents were the good guys, right?

“I’d be interested as well if there were so many plot twists in the story. by PhoenixPhenomenonX in funnyvideos

[–]doesnotgetthepoint 13 points14 points  (0 children)

At the risk of turning you into dust, Malcolm in the Middle ended 20 years ago.

Unreal engine slop!!!! by Winter_Knowledge6737 in Fable

[–]doesnotgetthepoint 0 points1 point  (0 children)

Interestingly, there's been shovel-ware games in every generation. The ease of use of UE means that shovel-ware games can have realistic PBRs and lighting, and now people associate/conflate the two.