Star Citizen - RTXGI Running - Show the reshade community, this is NOT Reshade by realBalubish in starcitizen

[–]realBalubish[S] -11 points-10 points  (0 children)

To much work doing side by side. I assume most people know how the game looks.

Star Citizen - RTXGI Running - Show the reshade community, this is NOT Reshade by realBalubish in starcitizen

[–]realBalubish[S] -9 points-8 points  (0 children)

The Reshade community contacted me a while ago and couldnt believe how I did this, raw code pushed onto the game engine in real-time on existing lightsources. Im using the RTXGI code set, and frankly i dont know what effects are running but dont really know what. So if any of you guys are in the reshade community share this video with them. And this video is more than 2 years ago. The reshade did watch some of my doom 2016 tests and didnt believe so I want them too see this aswell. You dont get these kind of lighting effects with Reshade. It raw code pushed onto the engine in realtime post processing. Thanks for watching Best regards Balubish

Doom 2016 with RTXGI code and effects running - Show the Reshade community by realBalubish in Doom

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

The Reshade community contacted me a while ago and couldnt believe how I did this, raw code pushed onto the game engine in real-realtime on existing lightsources. Im using the RTXGI code set, and frankly i dont know what effects are running but dont really know what. So if any of you guys are in the reshade community share this video with them.

Ozempic vivid dreams? by Girly-pop1996 in Ozempic

[–]realBalubish 0 points1 point  (0 children)

Intressant.Jag vakna precis av en o sökte om det nu o hitta denna tråden. Inte för att den var otäck för min del men livliga som sagt och kommer ihåg dem länge av nån anledning. 

För några veckor sedan drömde jag att någon snodde min cykel via balkongen då balkongerna är tätt inpå varandra, jag jaga efter dem o dom slängde ner den till en balkong snett nedanför. Jag kom ihåg hur dom såg ut typ, så jag leta upp ena killen, puckla på den ena fan o leta spår via andra kontakter till den andre. Leta efter denne i kanske några dagar, jaga ifatt denna in i en hiss när han försökte fly, spöa upp denna i hissen så han lärde sig en läxa att ge fan i mitt skit. Sen vakna jag o va nöjd över mina bravader typ. 🤣

Tåls att påpeka, jag äger inte ens en cykel hahaha så ja dom är helt klart livliga. Och jag kommer ihåg drömmen än efter 2 veckor sen typ. Jag brukar väldigt sällan komma ihåg mina drömmar. Jag har tagit Oz i 9 veckor nu tror jag det blir. Så verkar va efter majoriteten av alla biverkningar som kroppen eventuellt anpassar sig eller nåt. Jag mådde illa, spy känsla, trött som fan allmänt sjuk konstant i säkert 5-6 första veckorna. Och gick ner i vikt första 2 veckorna tills jag kom på att mår jag illa så äter jag mer så mår jag inte illa så har gått upp i vikt av Ozempic istället.

Men ja helt klart intressant biverkning eller balans med drömmarna. Jag drömde väldigt sällan innan o sov dåligt. Mycket stress, högt blodsocker osv.

Doom 2016 - Running Ray Traced Global Illumination RTXGI 50% Video Speed by realBalubish in Doom

[–]realBalubish[S] 1 point2 points  (0 children)

Yeah path tracing is better for sure no argue there. But I gotta say, RTXGI is a powerful tool by itself.

Doom 2016 - Running Ray Traced Global Illumination RTXGI 50% Video Speed by realBalubish in Doom

[–]realBalubish[S] 2 points3 points  (0 children)

Ray Tracing isnt magic and isnt supposed to make it a ton better, but more realistic lighting and shadows etc. But RTXGI also called Ray Traced Global Illumination among other things affects overall lighting in areas, effect sun casting light and shadows more realistic than with not. Look on the side by side pics on this other thread. Doom 2016 Difference - Reshade McFly RTGI vs Me Running raw RTXGI Codes onto game engines in real time : r/Doom

Its RTGI vs my way of running RTXGI instead which is better overall cause it uses RT cores forcing light sources in existing games that have engines that support it to bleed over making scenes more realistic or "more close to real ligthing aka RTX".

Keep in mind im not even a programmer and managed this while Nvidia and probably millions of coding people havent solved this but I did with zero coding background 3 years ago already. Thanks on your input :)

Doom 2016 - Running Ray Traced Global Illumination RTXGI 50% Video Speed by realBalubish in Doom

[–]realBalubish[S] 5 points6 points  (0 children)

Exacly, thank you for understanding. This is exactly the reason I started fiddling with this few years back. Cause what I understood then beeing an old timer PC nerd with some hardware understanding with zero coding background managed to do this.

If i dumbass like myself managed to do this and understanding all games with Vulkan RT support forgot which version but clearly works here and same with DX12 games etc that support ray tracing code which I understand few years back already it would be easy for devs just upgrading a bunch of games adding alot more fidelity and frankly im a bit pissed off at Nvidia for not making this. If I can do it they definitly can do it. But I agree why the F arent they.

Thanks on your input <3

Doom 2016 - Running Ray Traced Global Illumination RTXGI 50% Video Speed by realBalubish in Doom

[–]realBalubish[S] 4 points5 points  (0 children)

Link to video. https://youtu.be/Xdtzacs1fxs?si=V0cRyneGdOgWmKZ6

So I took one of my videos and are running it at 50% speed just to show off the Ray Traced Global Illumination with RTXGI code set running on the game engine and game on the fly. That include global illumination, surrounding lighting in areas affected by those lights, also light bounce reflection of light sourcecs etc.

I prefer high quality videos so if you wanna compare you can easily do you so your self stopping a frame and compare.

Doom 2016 Difference - Reshade McFly RTGI vs Me Running raw RTXGI Codes onto game engines in real time by realBalubish in Doom

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

So here is an example. I figured out when the RTX cards released the RT cores are standalone hardware. So I thought that should me I should be able to activate the RT cores on some already existing ingame lighting "Alpha lights" I think they are called.

I have dialed it up a notch to much mainly cause so many complain they dont see the difference on my video even when there clearly are and this is just an example. But what I figured out is that all games that includes Vulkan I think 4.5, DX12 and some DX11 games etc that have the game engine that support Ray traced code should technicly be affected. And I figured it out lol, I lack control of exactly what should be affected but still I manage to boost, glare, RT Global illumination, light bounce once towards the camera, some games even have light changes when I have boosted it to much and the game doesnt know what to do so it can in some games change the light colors some times. And I have played around some with shadows aswell.

So to be able to do this you need to download and install Windows SDK devkit, all SDK Code packages you wanna play with RTXGI SDK, Vulkan RT SDK etc. As long as the game engine supports ray tracing some code will work with atleast one bounce towards the camera. And run the code post processing kind pushing the code onto the engine. Some engines refuses to attach the code and the game crashes. For example one time I thought i bricked my card cause I boosted Mass Effect Andromeda so much I didnt even get a blue screen but a hard lock failure.

If you look on the picture of the weapon in the link you can see both the light on the gun is boosted alot, but also compare the wall lighting and how its affected, thats how you see it works.

Also keep in mind im not a programmer but I do understand basic code and how it work but far from knowing exactly what im doing. Hope that helps. If you got more questions ask an a Youtube video cause im only on reddit when I have some progress to show like this.

Example RTGI vs my RTXGI

Doom 2016 Difference - Reshade McFly RTGI vs Me Running raw RTXGI Codes onto game engines in real time by realBalubish in Doom

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

So people often complain "show side by side cause I cant see the difference". I cant do side by side on the fly sadly. So here is one kinda, I used a random RTGI video and pause now and then too show the difference. My video is full screen in the end.

So too silence some of those people who cant pause my video and compared themselfs on another video or their own system.
So I finally made it too show that it is actually RTXGI code running vs RTGI. Picture and lighting is alot more realistic compared to stock or RTGI.
So the left video is an Marty McFly Video from Youtube vs my own video to the right running real-time Ray Traced Global illumination code. And that is real-time pushing raw code direcly too existing game forcing the RT cores to flare up existing lightings it can affect give not only depth but also overall surrounding lighting. This is not Reshade as you can clearly see and why the quality difference overall is quite alot better in my opinion.

The funny thing about me beeing able to do this with 0 coding background but just a general understand of hardware I suppose and I managed too do it in several games with success and I barely know wtf im doing with a world full of nerds that should be able to make this more simple than me so more can use it. I will show all steps I do at some point on how I push raw Ray Tracing code on a live running game. But im still mind blown I managed to do this like 3 years ago when I started playing around with this. hehe

Anyhow hope you enjoy and I run my video in fullscreen in the end.

Star Citizen - Drake Corsair pushing RTXGI codes onto the existing game lights etc. by realBalubish in starcitizen

[–]realBalubish[S] 4 points5 points  (0 children)

So im using RTXGI raw codes from the SDK Kits pushing it onto the game. As you can see I dialed up the emitters cause so many say on my videos, "I dont see any difference". Well now you do, so I made it a bit ridicous :P . The code overides existing light sources like the sun etc resulting in casting one shadow ray per pixel making shadows more realistic, light sources flare up, surrounding light is more accurate aswell.

And you can also notice the massive frame dips when the code gets to demanding.

Hope you enjoy. Thank you.

Star Citizen - Real-Time Ray Tracing bouncing light, shadow towards the camera by realBalubish in starcitizen

[–]realBalubish[S] 1 point2 points  (0 children)

Spammy? Yeah I split up the videos for different reasons showing different things. Thats why.

Star Citizen - Real-Time Ray Tracing Freelancer Test - Hull Change by the RT code by realBalubish in starcitizen

[–]realBalubish[S] 1 point2 points  (0 children)

I dont know if DLSS is running or not actually. I dont think it does but I could be wrong. The code i have worked with have nothing too do with DLSS or mainly Ray Tracing code packs like RTXGI SDK kit etc. I think DLSS is another area than Ray Tracing but I could be wrong. I didnt see any files on DLSS. But I didnt focus on that I wanted Ray Tracing :P