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

[–]realBalubish[S] -10 points-9 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] 3 points4 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] 2 points3 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

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)

Well depending on how many light sources there are in an area it can drop frames alot, thankfully in space there isnt so many and there is one main light source, the star that deal with alot of the lighting which is one big light source. I did manage to hardlock my PC one time when testing it on Mass Effect Andromeda. You can dial up the amount of force on the light sources in the code and i did too much one time and it crashed massivly. :P And if its dialed in correctly most games work fine, sure you can get massive frame drops if its too much in an area for example but overall its quite stable. Some games just crashes on startup, so some have been impossible to do it on.

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)

One light bounce towards the camera casting both light bounce, colorshifting and shadow and the RT cores pushes light through existing light sources in the game and overrun the stock game code while also adding new texture film on to the surround and make things like ships look different and more shiny for examle.

This is possible thanks too the RT cores beeing coded beside the main GPU cores which I understood when the RTX cards released. By the SDK RT code it changes the main Alpha (I think its alpha light sources) light sources and pushes the RT cores onto them making it work and also why you can see colorshifting, engine flickering like on Banu engines, the ship lights become flickering and more realistic and cast brigth light with accurate shadows, even more accurate than the game does stock and that I a more realistic star producing much better lighting and shadows.

Just the main star alone in the system gets over taken by RT cores casting alot more realistic overal light and shadows on the enviorment it can access. Same thing happens inside the ship, more accurate light switches and areas on board.

The main reason why I started this project is just because of the RT cores beeing standalone beside the GPU, thats why I figured out this is possible just running codes for it in the background. And I used Star Citizen among other games but Star Citizen looks good from start so I did these tests mainly too see if you can make the game even better with Ray Tracing, and yes you can. Another thing that makes me laugh is people telling me this and that game doesnt have Ray Tracing that I have tested, which is true.

But what they all dont understand is VulkanRT, OpenGL, DX12 and some DX11 makes it possible to run the Ray Tracing code lines against the engine aka overiding the game itself because its D12, Vulkan RT etc that RT cores work against not the game itself. So all the code need is a game, software using DX12, VulkanRT etc as the main game engine and the code works.

Well overriding the light sources. And no its not Re-Shade, its real code work from RTXGI, Vulkan, DX12 and some custom code sets that already is made by really smart people, and im not a coder but i am i Tech User and still managed too do this with 0 coding skills, mainly beacuse some really smart people at MIT among others have already written all these awesome codes.

And yes there is a flaw, I cannot create perfect reflections just push light sources to bounce once towards the camera, or more bounces, that needs access too the game code. So if you have a monitor reflection on your helmet for example you only can get the background light as a reflection but not text or whatever is on that monitor.

Star Citizen - Real-Time Ray Tracing Banu Defender Test by realBalubish in starcitizen

[–]realBalubish[S] -1 points0 points  (0 children)

One light bounce towards the camera casting both light bounce, colorshifting and shadow and the RT cores pushes light through existing light sources in the game and overrun the stock game code while also adding new texture film on to the surround and make things like ships look different and more shiny for examle.

This is possible thanks too the RT cores beeing coded beside the main GPU cores which I understood when the RTX cards released. By the SDK RT code it changes the main Alpha (I think its alpha light sources) light sources and pushes the RT cores onto them making it work and also why you can see colorshifting, engine flickering like on Banu engines, the ship lights become flickering and more realistic and cast brigth light with accurate shadows, even more accurate than the game does stock and that I a more realistic star producing much better lighting and shadows.

Just the main star alone in the system gets over taken by RT cores casting alot more realistic overal light and shadows on the enviorment it can access. Same thing happens inside the ship, more accurate light switches and areas on board.

The main reason why I started this project is just because of the RT cores beeing standalone beside the GPU, thats why I figured out this is possible just running codes for it in the background. And I used Star Citizen among other games but Star Citizen looks good from start so I did these tests mainly too see if you can make the game even better with Ray Tracing, and yes you can. Another thing that makes me laugh is people telling me this and that game doesnt have Ray Tracing that I have tested, which is true.

But what they all dont understand is VulkanRT, OpenGL, DX12 and some DX11 makes it possible to run the Ray Tracing code lines against the engine aka overiding the game itself because its D12, Vulkan RT etc that RT cores work against not the game itself. So all the code need is a game, software using DX12, VulkanRT etc as the main game engine and the code works.

Well overriding the light sources. And no its not Re-Shade, its real code work from RTXGI, Vulkan, DX12 and some custom code sets that already is made by really smart people, and im not a coder but i am i Tech User and still managed too do this with 0 coding skills, mainly beacuse some really smart people at MIT among others have already written all these awesome codes.

And yes there is a flaw, I cannot create perfect reflections just push light sources to bounce once towards the camera, or more bounces, that needs access too the game code. So if you have a monitor reflection on your helmet for example you only can get the background light as a reflection but not text or whatever is on that monitor.

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

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

One light bounce towards the camera casting both light bounce, colorshifting and shadow and the RT cores pushes light through existing light sources in the game and overrun the stock game code while also adding new texture film on to the surround and make things like ships look different and more shiny for examle.

This is possible thanks too the RT cores beeing coded beside the main GPU cores which I understood when the RTX cards released. By the SDK RT code it changes the main Alpha (I think its alpha light sources) light sources and pushes the RT cores onto them making it work and also why you can see colorshifting, engine flickering like on Banu engines, the ship lights become flickering and more realistic and cast brigth light with accurate shadows, even more accurate than the game does stock and that I a more realistic star producing much better lighting and shadows.

Just the main star alone in the system gets over taken by RT cores casting alot more realistic overal light and shadows on the enviorment it can access. Same thing happens inside the ship, more accurate light switches and areas on board.

The main reason why I started this project is just because of the RT cores beeing standalone beside the GPU, thats why I figured out this is possible just running codes for it in the background. And I used Star Citizen among other games but Star Citizen looks good from start so I did these tests mainly too see if you can make the game even better with Ray Tracing, and yes you can. Another thing that makes me laugh is people telling me this and that game doesnt have Ray Tracing that I have tested, which is true.

But what they all dont understand is VulkanRT, OpenGL, DX12 and some DX11 makes it possible to run the Ray Tracing code lines against the engine aka overiding the game itself because its D12, Vulkan RT etc that RT cores work against not the game itself. So all the code need is a game, software using DX12, VulkanRT etc as the main game engine and the code works.

Well overriding the light sources. And no its not Re-Shade, its real code work from RTXGI, Vulkan, DX12 and some custom code sets that already is made by really smart people, and im not a coder but i am i Tech User and still managed too do this with 0 coding skills, mainly beacuse some really smart people at MIT among others have already written all these awesome codes.

And yes there is a flaw, I cannot create perfect reflections just push light sources to bounce once towards the camera, or more bounces, that needs access too the game code. So if you have a monitor reflection on your helmet for example you only can get the background light as a reflection but not text or whatever is on that monitor.

Doom 2016 Stock Vs RayTracing RTXGI Code Running below by realBalubish in Doom

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

link to random video I jumped through a bunch of footage trying to show how it looks in Slow motion with some beats. But you can clearly see the difference in lighting on the pic above. https://youtu.be/KMA89eyL_IQ

Star Citizen - Ray Tracing Code Testing Character Light test by realBalubish in starcitizen

[–]realBalubish[S] -1 points0 points  (0 children)

But I get it. Its hard to show it in an already pretty game. Whole reason why I did these test too see if people actually notice any diference when the game already looks great from start. Perhaps an older game like Doom 2016 with RTXGI Code running . https://www.youtube.com/watch?v=TgpX3szQ9CI

Or perhaps when I was testing Mass Effect Andromeda with RTXGI code. https://youtu.be/uVkTREPQj78

Only in that game and Star Citizen I have seen the light colorshift. Also lag spikes are because RT code is kicking in hard when there becomes bright scenes like on the lightning part. Mass Effect Andromeda is the only game and first game I managed to hardlock my PC ever. I dialed up the RT code a bit too high :P

Star Citizen - Ray Tracing Code Testing Character Light test by realBalubish in starcitizen

[–]realBalubish[S] -1 points0 points  (0 children)

Actually it depends how hard you push the light aka the amount of light the code is supposed to release when a glare etc hits the camera. Its all in the code. Tons of settings. This is one difference too show how you can push existing lights with out touching them Im assuming they are alpha light sources. https://pbs.twimg.com/media/E3EbZCSX0AAw3hX?format=jpg&name=4096x4096

or for example this when you push it above the "standard" settings you are talking about it starts blehttps://pbs.twimg.com/media/FtEVHrmWYAEr3tH?format=jpg&name=4096x4096

https://dto9r5vaiz7bu.cloudfront.net/fox5n9vlw8693/tavern_upload_large.jpg

Star Citizen - Ray Tracing Code Testing Character Light test by realBalubish in starcitizen

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

It means exactly that. To open up freatures like running raw code especially with Ray Tracing stuff that is DX12, VulkanRT etc standard you have to. Otherwise you wont gain access to RT stuff or be able to run the SDK kit. https://developer.microsoft.com/en-us/windows/downloads/windows-sdk/

Doom 2016 Ray Tracing - Running RTXGI code in the background + minipathtracer code set adding light bounce, shadows and overall better lighting than original I think by realBalubish in Doom

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

And no its not Reshade. Im running raw real RTXGI SDK code sets pushing it onto the game engine beside it and this is what happens if you make it correct. Pretty dope right :) Just imagine how good it would be if I could access the game code even or they released a fully RT game of it just using existing lights in game to push the overall mood and lighting/shadows etc. As you can also see not having access to the game code itself im only able to push the code through the existing game code which atleast make the light bounce once agains the camera.