Please give this video a thumbs up if you liked it and feel free to comment below or ask me anything. It will help me to get recognized by youtube's algorithm. Thanks! :) Need for Speed Underground 2 RTX Remix Mod download link: www.moddb.com/mods/need-for-speed-underground-2-remix/downloads/underground-2-remix-03
EA could be printing money buy just releasing Underground 1 and 2 on steam. If they put in the minimal effort of widescreen support that would be enough for people to buy it. I replayed it last year and it's still one of the best car games I have ever played. And even holds up visually because of the impeccable hand crafted nature of the whole thing.
That's light culling, it's implemented in the base game as an optimization. I think, there were some other people who solved this issue, but I might be mistaken
From the moddb comments: "To fix the light flicker in and out of existence: 1. Press Alt + X to open the User Graphics Settings 2. Click on Developer Settings Menu 3. On the right you will have a huge panel. Go down to Anti-Culling 4. Enable Anti-Culling Lights 5. Enjoy. "
My most favourite and beloved game from early 2000s Thank you for these efforts but the original road and car reflections are heart of this game and they are missing in this, hope it will be addressed in future. Thank you for reviving this gem ❤
A few important notes: 1. The original game is capped at 120 FPS. There is a mod that removes this cap (but the game becomes unplayable with unlocked framerate due to completely broken physics and sound, you can't even drive, it's a mess) and the original game runs at around 500-800 FPS (CPU limited, the game uses only 1 core). That's for those who's wondering about the "real" FPS in the original game :) 2. The current build of RTX Remix has support for DLSS Frame Generation, however, it constantly crashes when RTSS overlay is active, so I can't capture the performance with DLSS Frame Generation active. In this game DLSS Frame Generation almost doubles your framerate across all resolutions.
The original version uses some sort of a hack: the developers have placed an invisible light source to your car, so the car always looks "bright and visible". You can't do the same with path traced lighting. And in this game in particular there is also an engine limitation, it disables the lights that are out of the player's view. Maybe in some future updates the creators of the mod will find a way to remove or decrease those limitations.
This looks way better that what i see last time, it only need some fix with the lightning like the neons who loose they color, the taillights, i thinking increase more the headlights brightness, some light pop-up, and add a general light source (the Moon) so the extremely dark zones don't go that dark
While it was (and maybe still is) excessive reflections used in the late 90s early 2000 games I think for Need for Speed Underground 1 and 2 it was part of their charm and visual identity. Removing most of the reflection just makes it look ugly, looks almost like Need for Speed Carbon (still decent racing game but not as the same and U1 & 2). This is not an adequate path tracing adaptation/port. Addendum, also putting that fog and limiting the render distance is just so bland compared to the original crystal clear render distance. Just no to the fog.
A fair before and after was not done, considering that there is not just pathtracing involved. Clearly one side has texture mods and improved resolution while the other is totally raw....
Honestly I like the look (mostly) and I understand there are some limitations BUT why does it run so bad? There are moments when it's lower than 30fps? That's not good. And also why are the blur effects missing? Are they justed turned off for this review? I can understand some effects aren't perfect/limited but having blur specifically is a must for me.
Lighting overall is nice but for some reason your car looks so dark. What is the point of modifying the cars if you going to see the dark? It's like modifying your character for hours only to play first person mode lamo. I wish the lighting are more balanced or equally separated for all elements for more "seeable" experience I would say.
The original version uses some sort of a hack: the developers have placed an invisible light source to your car, so the car always looks "bright and visible". You can't do the same with path traced lighting. And in this game in particular there is also an engine limitation, it disables the lights that are out of the player's view. Maybe in some future updates the creators of the mod will find a way to remove or decrease those limitations.
@@MxBenchmarkPC there is setting in developer mode called anti culling which enables all the light and they don't disappear with no performance loss in my case you can also disable rtxdi ,restirgi, some setting nvee cache i think it was called and you wil double your fps also you can disable indirect lighting which improves the fps by 40-50% but the game will lack the global illumination
@707nako7 the anti culling setting is unstable in this game and causes random crashes. I know that the settings inside RTX Remix are quite flexible, but that's not the point of this video. Maybe in some of my future videos i'll make some sort of an "optimized settings" for RTX Remix projects.
I understand your request. Unfortunately, I don't have the capability to directly interact with your RTX3060 or configure the RTX REMIX for specific games. However, I can provide information or guidance on using such features if you have any questions or need assistance in that regard. If there's anything else related to creativity, magic, or games that you'd like help with, feel free to let me know!
I'm looking forward to testing this with my 4080 super to see what difference those 4 extra raytracing cores make. I'm really hoping it'll nudge those pesky 1% lows.
Das Original ist schöner! Ich würde mir eine enhanced Version wünschen. Hey das Spiel ist einfach super 😃👍. Es darf nicht vergessen werden. In Zukunft wird uns zum Glück ki dabei helfen solche Dinge günstig umzusetzen. Ich freue mich schon sehr darauf 🤩
Wooooow, this looks absolutely gorgeous. It's a shame that the game basically removes a light source if it's not in the view, that flickering is annoying, but I guess there is no way to fix that with a mod.
The original version uses some sort of a hack: the developers have placed an invisible light source to your car, so the car always looks "bright and visible". You can't do the same with path traced lighting. And in this game in particular there is also an engine limitation, it disables the lights that are out of the player's view. Maybe in some future updates the creators of the mod will find a way to remove or decrease those limitations.
It's RTX Remix, of course there will be updated materials, RT effects does not work properly with old materials, but my main focus in this video was the quality of Path Tracing in general, not the replaced or AI upscaled materials.
One thing i learn from tracing technology is not to make the game look good. It actually make the devs use less time to make the lighting right at certain angle. Because of this, less time mean less people, less optimization and performance disaster 😂😂😂
imo the environment doesn't compare to the original at all because the lights are way too bright which takes away the color tone the original was going for stripping it of it's atmosphere entirely and it needs alot of work, the car imo looks pretty damn good but it could use some sort of lighting buff from becoming too dark when not directly under a light source
Honestly, the improvement is significant, but are we really going to spend more than $1000 just on the GPU to play a game that is more than 20 years old and that cannot go at a stable 60 fps in 1440p? Path Tracing is an interesting technology but for now, at least for me, it is not worth the loss of performance.
Nvidia really thinks people will buy high end pc to play 20 year old game on 40fps? Half the time can't even see what's happening on screen. I prefer proper remaster with new models, remastered sounds, looking and working better even on gtx 1070. What happened to game design and optimisation? Those magic raytracing and upscaling tricks won't replace it. Look at NFS 2015 graphics.
Clickbait. This is much more than just remix. The textures, and models are different throughout the video. It's the only reason the remix side looks better. Intentionally misleading, downthumb.
Best NFS. Not like these new shity unbound or heat. Where you 90proc. Of the game play just running from police. And don't tell me that it is easy to escape. Just want to race and upgrade my car.
The original version uses some sort of a hack: the developers have placed an invisible light source to your car, so the car always looks "bright and visible". You can't do the same with path traced lighting. And in this game in particular there is also an engine limitation, it disables the lights that are out of the player's view. Maybe in some future updates the creators of the mod will find a way to remove or decrease those limitations.
if it was designed with path tracing the game would look better with it but the game wasnt so it looks alot better without it. id love to see a reworked underground 2 with a bigger map and more to do and of course graphics updated not a modded version
You can find a solution for this in the RTX Remix discord server. There are a few additional files you'll need to download and tweak a few settings in the RTX Remix developer menu.
I call bullshit: This effect mainly comes form a enchanced Shader/Texture mod (Texmod Dragozool) Only the Lighting/Reflections are the mainly effected thing with Pathtracing.
I don't get why it uses so much CPU. At this rate, I think Nvidia will push with AI accelerated ray tracing and save the precious silicon for more AI cores.
I love the idea of this. More power to uncle burrito......but playing it in it's native form for PC, repacked with widescreen and uncensored music.......that's the way to go..... Game still looks good for it's age. Especially in HD resolution. At least at this stage. I prefer to actually see the back of my car lol It will likely take a lot of programming and reverse engineering to get lights to stop culling themselves as you pass them I think that was likely integral to the build back then. Maybe the range can be extended so they don't cull right as you pass them? Original game probably had a base amount light applied everywhere at all times as well. And the street lights were extra
Looks great, just the blinking when the light source disappears as soon as it is not visible is a bit disturbing. And that is the reason for the car's back parts being mostly being dark. Can this be somehow adjusted (like keep the light source for a specific distance or time (that is easier and not so fancy solution) after it disappears from the screen)? I know it will have impact on the overall performance, as it will be ton of rays to trace on top (not only those in front of the car). In my case, I do not mind the 4K, I am happy with FullHD, that provides the best performance, so maybe to include it only for that resolution, if it is possible?
The original version uses some sort of a hack: the developers have placed an invisible light source to your car, so the car always looks "bright and visible". You can't do the same with path traced lighting. And in this game in particular there is also an engine limitation, it disables the lights that are out of the player's view. Maybe in some future updates the creators of the mod will find a way to remove or decrease those limitations.
You guys asked yourself if you COULD add path-tracing, but you never asked yourself if you SHOULD add path-tracing. It looks horrible. Way too dark you can’t even tell what car you have, so many artifacts, and weird light pop in. And don’t get me started on playing any racing game under 60 frames a second. Take this back to the garage and give it way more time.
@@Kilometers_KPH Even a turd will "look great" with full ray-tracing. But when the game is hitting 25 FPS with DLSS 3.5, you got to tell yourself to stay away from this mod, even if it is in early access.
@ProfessorGudu read my comment again. You and I both know this ain't even close to being ready, and you may have your opinion, but damn what a negative nancy you are.
As much as i appreciate the effort this looks bad in the current state, here's my constructive criticism. -city and cars are just overall way too dark and that makes the original look more realistic in comparison -city in some parts can be way too bright -lights turning off behind you -the lights in the tunnel at 0:51 are way too bright and dont match the aesthetics of the original, those haning lights do emit diffused light(been in a regular tunnel with similar lights and it just wasnt that blindingly bright) -the skyboxes are just dark -main menu is way too bright I think looking at the real life photos of cars in the city at night and using them as a reference could lead to some improvement in terms of lightning
@@Zouka-sq9tu Then why is there light pop in and other things happening? Besides how does it completely rewrite the engines lighting system to use RT, isnt it just shaders similar to how reshade does it? And the real question is; why does it run so poorly?
@@haewymetal The light popins are because the game was written in a way that when a light source is not visible, it is not rendered anymore. This is a problem with RTX Remix because light sources generate physics based lighting. The game code needs to be modified to render light sources even when not visible. It's not like reshade, it completely swaps out the rendering pipeline to the RTX Remix one, but this only works in fixed function pipeline games, only up to DX9. Path tracing is very resource intensive, more than normal ray tracing. RTX Remix is in beta phase, so that could be why it runs poorly, but also I think it's kind of the mod creator's job to optimize it further.
Please give this video a thumbs up if you liked it and feel free to comment below or ask me anything. It will help me to get recognized by youtube's algorithm. Thanks! :)
Need for Speed Underground 2 RTX Remix Mod download link:
www.moddb.com/mods/need-for-speed-underground-2-remix/downloads/underground-2-remix-03
Why are the lights turning off when you drive by them?
@@gimmick2509its get ghost light effect on under car light too....😣
I still think NFSU2 remix by Uncle burrito might still be a better result 👍
@@gimmick2509It's still in the testing phase, this is normal
Nfs most wanted link ?
EA could be printing money buy just releasing Underground 1 and 2 on steam. If they put in the minimal effort of widescreen support that would be enough for people to buy it. I replayed it last year and it's still one of the best car games I have ever played. And even holds up visually because of the impeccable hand crafted nature of the whole thing.
Is there any newer NFS that feels like NFSUG2?
They can't because of contracts related to the game OST.
There's no need when there are mods that have wide-screen fix.
I wonder if they just remake with new music if that'll work? @@Cytric
Then the next problem would be the lincensing for the usage of the cars in-game. @@MechanicalX1
It has some weird lighting artifacts.
yep, the lights turn off as soon as the light source gets offcamera, it's very weird
That's light culling, it's implemented in the base game as an optimization. I think, there were some other people who solved this issue, but I might be mistaken
Gotta have the lights rendered further past when the cars go past
@@forgettd indeed I tought it was some limitation of the [old] engine of the game, thanks for clarifying.
From the moddb comments:
"To fix the light flicker in and out of existence:
1. Press Alt + X to open the User Graphics Settings
2. Click on Developer Settings Menu
3. On the right you will have a huge panel. Go down to Anti-Culling
4. Enable Anti-Culling Lights
5. Enjoy. "
My most favourite and beloved game from early 2000s
Thank you for these efforts but the original road and car reflections are heart of this game and they are missing in this, hope it will be addressed in future.
Thank you for reviving this gem ❤
A few important notes:
1. The original game is capped at 120 FPS. There is a mod that removes this cap (but the game becomes unplayable with unlocked framerate due to completely broken physics and sound, you can't even drive, it's a mess) and the original game runs at around 500-800 FPS (CPU limited, the game uses only 1 core). That's for those who's wondering about the "real" FPS in the original game :)
2. The current build of RTX Remix has support for DLSS Frame Generation, however, it constantly crashes when RTSS overlay is active, so I can't capture the performance with DLSS Frame Generation active. In this game DLSS Frame Generation almost doubles your framerate across all resolutions.
Did you try to run Afterburner and RTSS after the game ? Maybe this helps ? Or try to use NVIDIA Performance Overlay ?
Did you also update RTSS to the latest version ? I think yesterday it got updated and fixed some stuff and added NVIDIA Reflex
@Funnky running RTSS after the game launch doesn't solve the crashing.
Outwith the big titles like Cyberpunk, frame gen and random game crashes seem to go hand and hand.
Is there a way to remove lighting culling? It is very distracting to see the lights turn off behind the car every second.
The original version uses some sort of a hack: the developers have placed an invisible light source to your car, so the car always looks "bright and visible". You can't do the same with path traced lighting. And in this game in particular there is also an engine limitation, it disables the lights that are out of the player's view. Maybe in some future updates the creators of the mod will find a way to remove or decrease those limitations.
49 FPS on a 4080? oh lord it needs some optimization.
I think showing the game without any extra texture pack would be better to see the difference in the lighting, but this looks really good.
Will be playable for RTX 50 series.
It's playable now tbh
If you fix random lights turning off it will be almost perfect
That’s a feature of the original game
@@djghostface292 if u look for it theres a video on here that they dont turn off seen it before this one
It looks so much better without path tracing
For a 20 year old game it already looks practically new with texture and reflection mods
Guys....its Earlyacces Demo. I love that you dont give up NFSU 2
This looks way better that what i see last time, it only need some fix with the lightning like the neons who loose they color, the taillights, i thinking increase more the headlights brightness, some light pop-up, and add a general light source (the Moon) so the extremely dark zones don't go that dark
While it was (and maybe still is) excessive reflections used in the late 90s early 2000 games I think for Need for Speed Underground 1 and 2 it was part of their charm and visual identity. Removing most of the reflection just makes it look ugly, looks almost like Need for Speed Carbon (still decent racing game but not as the same and U1 & 2). This is not an adequate path tracing adaptation/port.
Addendum, also putting that fog and limiting the render distance is just so bland compared to the original crystal clear render distance. Just no to the fog.
Doesnt do miracles bringing in to 2024...but it sure as hell did a great job shaving off few years of its age.
A fair before and after was not done, considering that there is not just pathtracing involved. Clearly one side has texture mods and improved resolution while the other is totally raw....
amazing video gave it a thumbs up and subbed! hope you enjoy the RTX project fellow retro gamer!
Thanks mate!
Honestly I like the look (mostly) and I understand there are some limitations BUT why does it run so bad? There are moments when it's lower than 30fps? That's not good. And also why are the blur effects missing? Are they justed turned off for this review? I can understand some effects aren't perfect/limited but having blur specifically is a must for me.
I'm the only one who prefers the original version??
Lighting overall is nice but for some reason your car looks so dark. What is the point of modifying the cars if you going to see the dark? It's like modifying your character for hours only to play first person mode lamo. I wish the lighting are more balanced or equally separated for all elements for more "seeable" experience I would say.
The original version uses some sort of a hack: the developers have placed an invisible light source to your car, so the car always looks "bright and visible". You can't do the same with path traced lighting. And in this game in particular there is also an engine limitation, it disables the lights that are out of the player's view. Maybe in some future updates the creators of the mod will find a way to remove or decrease those limitations.
@@MxBenchmarkPC there is setting in developer mode called anti culling which enables all the light and they don't disappear with no performance loss in my case you can also disable rtxdi ,restirgi, some setting nvee cache i think it was called and you wil double your fps also you can disable indirect lighting which improves the fps by 40-50% but the game will lack the global illumination
It's far from ready but man this is getting incredible, my most anticipated rtx remix project
@707nako7 the anti culling setting is unstable in this game and causes random crashes. I know that the settings inside RTX Remix are quite flexible, but that's not the point of this video. Maybe in some of my future videos i'll make some sort of an "optimized settings" for RTX Remix projects.
@@MxBenchmarkPC i didn't have crashes but i didn't play it long i still wait for updates because right now the mod is very early and not very playable
Was this with bounce and ray settings maxed? All Remix projects run worse than Cyberpunk with PT...
Hows the performance with minimal settings?
Is there anyone having the same issue i have? when the rtx mod is on the body of the car dosen't have any reflections at all it's matte color
I understand your request. Unfortunately, I don't have the capability to directly interact with your RTX3060 or configure the RTX REMIX for specific games. However, I can provide information or guidance on using such features if you have any questions or need assistance in that regard. If there's anything else related to creativity, magic, or games that you'd like help with, feel free to let me know!
please Master! new engine sounds. :D very nice working, conguration!
I'm looking forward to testing this with my 4080 super to see what difference those 4 extra raytracing cores make. I'm really hoping it'll nudge those pesky 1% lows.
Thanks for the video, liked and subbed ❤
Thanks!
Me gusta como concepto, para 2026 espero que saquen una versión completa y que pueda ir a 120 fps.
For a game this old it looks good. Especially when you think about how many effects were faked back then. Nice work :)
Das Original ist schöner! Ich würde mir eine enhanced Version wünschen. Hey das Spiel ist einfach super 😃👍. Es darf nicht vergessen werden. In Zukunft wird uns zum Glück ki dabei helfen solche Dinge günstig umzusetzen. Ich freue mich schon sehr darauf 🤩
Wooooow, this looks absolutely gorgeous. It's a shame that the game basically removes a light source if it's not in the view, that flickering is annoying, but I guess there is no way to fix that with a mod.
The original version uses some sort of a hack: the developers have placed an invisible light source to your car, so the car always looks "bright and visible". You can't do the same with path traced lighting. And in this game in particular there is also an engine limitation, it disables the lights that are out of the player's view. Maybe in some future updates the creators of the mod will find a way to remove or decrease those limitations.
There are modded textures and materials not just path tracing.
It's RTX Remix, of course there will be updated materials, RT effects does not work properly with old materials, but my main focus in this video was the quality of Path Tracing in general, not the replaced or AI upscaled materials.
show us native 4k. i want to see the 10 fps.
So does remix fix the geometry of those large lantern type lights or is that a completely new asset?
RTX 4080 and 35 fps, you dont need to activate frame gen?
these games dont have any upscaler or frame gen,basically this kind of shitty graphics mods are unoptimized as hell
For what i know Remix uses DLSS for 3000 and 2000 series and the FG tech for 4000 series...@@SlimN0ir-uf7hw
One thing i learn from tracing technology is not to make the game look good. It actually make the devs use less time to make the lighting right at certain angle. Because of this, less time mean less people, less optimization and performance disaster 😂😂😂
imo the environment doesn't compare to the original at all because the lights are way too bright which takes away the color tone the original was going for stripping it of it's atmosphere entirely and it needs alot of work, the car imo looks pretty damn good but it could use some sort of lighting buff from becoming too dark when not directly under a light source
Yeah orginal looks better. It ruins the games style
Man. Seeing this makes me think when we'll be able to get 60 fps 4k rtx on a 20 year old game XD. We'll need an rtx 7090 XD. This is still good though
Honestly, the improvement is significant, but are we really going to spend more than $1000 just on the GPU to play a game that is more than 20 years old and that cannot go at a stable 60 fps in 1440p? Path Tracing is an interesting technology but for now, at least for me, it is not worth the loss of performance.
I don't like this RTX implementation. The original looks better without path tracing.
RTX make reallife ya...😊
Nvidia really thinks people will buy high end pc to play 20 year old game on 40fps? Half the time can't even see what's happening on screen. I prefer proper remaster with new models, remastered sounds, looking and working better even on gtx 1070. What happened to game design and optimisation? Those magic raytracing and upscaling tricks won't replace it. Look at NFS 2015 graphics.
Holy hell this looks great, did you use the ai upscaler for the textures too?
como se activa?
The roads look better but the 40shitty cant handle it so not worth it.
Clickbait. This is much more than just remix. The textures, and models are different throughout the video. It's the only reason the remix side looks better. Intentionally misleading, downthumb.
nice
Best NFS. Not like these new shity unbound or heat. Where you 90proc. Of the game play just running from police. And don't tell me that it is easy to escape. Just want to race and upgrade my car.
All these dissappearing lights and shades... Looks bad (even with better graphics)
I must be the only one who thinks it looks worse.. in most shots..
Insane♥
looks like shit with PT on
Need for speed looks good with rtx remix
OFF is better!
Too slow, and far too expensive. Only a 4090 can play this at an acceptable fps. Also a lot of graphical glitches and problems.
Nah, the original its better
half life? 😢
Where is underground 1?
It looks worse
Fraud tracing
looks awful.
What a massive waste of time and electric
its really bad
What is the name of background music?
P.T. Adamczyk - Just Another Weapon (Cyberpunk 2077 Phantom Liberty OST).
somehow looks worse lmao
It has some weird lighting artifacts.
The original version uses some sort of a hack: the developers have placed an invisible light source to your car, so the car always looks "bright and visible". You can't do the same with path traced lighting. And in this game in particular there is also an engine limitation, it disables the lights that are out of the player's view. Maybe in some future updates the creators of the mod will find a way to remove or decrease those limitations.
Cool project, but the original lighting is vastly superior. Lighting realism isn't always a good thing.
Wow, I think this is the first implementation I've seen here that I liked.
U like not seeing the car?
I think it's actually shit
if it was designed with path tracing the game would look better with it but the game wasnt so it looks alot better without it. id love to see a reworked underground 2 with a bigger map and more to do and of course graphics updated not a modded version
Yep you are wright
I have noticed the light source is being turned off when it disappears from display
how did you set the glossy cars ? i only have matte paint unfortunately
You can find a solution for this in the RTX Remix discord server. There are a few additional files you'll need to download and tweak a few settings in the RTX Remix developer menu.
I call bullshit: This effect mainly comes form a enchanced Shader/Texture mod (Texmod Dragozool) Only the Lighting/Reflections are the mainly effected thing with Pathtracing.
I don't get why it uses so much CPU. At this rate, I think Nvidia will push with AI accelerated ray tracing and save the precious silicon for more AI cores.
42 fps with rtx 4080🥲
any raytracing thing is shit,looks bad and is unoptimized as hell
oof, i don't like that the street lights shut off after you pass them. spooky.
It's lost its charm, the original colors of the game are better
Looks dark nothing details hide no see original still better
Not worth it with that enormous fps loss.
welp... doesnt work on a 2060 super
Performance hit is masive
I love the idea of this. More power to uncle burrito......but playing it in it's native form for PC, repacked with widescreen and uncensored music.......that's the way to go..... Game still looks good for it's age. Especially in HD resolution.
At least at this stage. I prefer to actually see the back of my car lol
It will likely take a lot of programming and reverse engineering to get lights to stop culling themselves as you pass them
I think that was likely integral to the build back then. Maybe the range can be extended so they don't cull right as you pass them?
Original game probably had a base amount light applied everywhere at all times as well. And the street lights were extra
I dont like it
SO its just make things brighter coloured in some parts and added sort of deeper shadow effect.
got it, still same game just with colours changed abit
ps6
Looks great, just the blinking when the light source disappears as soon as it is not visible is a bit disturbing. And that is the reason for the car's back parts being mostly being dark. Can this be somehow adjusted (like keep the light source for a specific distance or time (that is easier and not so fancy solution) after it disappears from the screen)? I know it will have impact on the overall performance, as it will be ton of rays to trace on top (not only those in front of the car). In my case, I do not mind the 4K, I am happy with FullHD, that provides the best performance, so maybe to include it only for that resolution, if it is possible?
The original version uses some sort of a hack: the developers have placed an invisible light source to your car, so the car always looks "bright and visible". You can't do the same with path traced lighting. And in this game in particular there is also an engine limitation, it disables the lights that are out of the player's view. Maybe in some future updates the creators of the mod will find a way to remove or decrease those limitations.
can it run on 1080ti?
Nope.
imagine on nfs 2015
hopefully 10 years later a $300 GPU can run it at 30fps
Ultra low end cards rarely see much performance uplift, IMO, I'd say 15-20 years before this level of performance is at the $300 price point.
You guys asked yourself if you COULD add path-tracing, but you never asked yourself if you SHOULD add path-tracing. It looks horrible. Way too dark you can’t even tell what car you have, so many artifacts, and weird light pop in. And don’t get me started on playing any racing game under 60 frames a second. Take this back to the garage and give it way more time.
For a work in progress, this looks great.
@@Kilometers_KPH Even a turd will "look great" with full ray-tracing. But when the game is hitting 25 FPS with DLSS 3.5, you got to tell yourself to stay away from this mod, even if it is in early access.
@ProfessorGudu read my comment again.
You and I both know this ain't even close to being ready, and you may have your opinion, but damn what a negative nancy you are.
Life...ah....finds a way.
He does say that with frame generation it's double the frame rate shown but he can't capture that because the overlay makes it crash.
As much as i appreciate the effort this looks bad in the current state, here's my constructive criticism.
-city and cars are just overall way too dark and that makes the original look more realistic in comparison
-city in some parts can be way too bright
-lights turning off behind you
-the lights in the tunnel at 0:51 are way too bright and dont match the aesthetics of the original, those haning lights do emit diffused light(been in a regular tunnel with similar lights and it just wasnt that blindingly bright)
-the skyboxes are just dark
-main menu is way too bright
I think looking at the real life photos of cars in the city at night and using them as a reference could lead to some improvement in terms of lightning
It's almost as if it's still a work in progress and is being worked on
1440p visually is that sweet spot. Just needs to be a steady 60fps+ to feel that speed. Anything less is like driving through mud.
this isnt path traced though
Yes it is RTX remix allows you to replace the prebaked lighting with path tracing and it also allows you to upscale the textures.
@@Zouka-sq9tu Then why is there light pop in and other things happening? Besides how does it completely rewrite the engines lighting system to use RT, isnt it just shaders similar to how reshade does it?
And the real question is; why does it run so poorly?
@@haewymetal The light popins are because the game was written in a way that when a light source is not visible, it is not rendered anymore. This is a problem with RTX Remix because light sources generate physics based lighting. The game code needs to be modified to render light sources even when not visible.
It's not like reshade, it completely swaps out the rendering pipeline to the RTX Remix one, but this only works in fixed function pipeline games, only up to DX9.
Path tracing is very resource intensive, more than normal ray tracing. RTX Remix is in beta phase, so that could be why it runs poorly, but also I think it's kind of the mod creator's job to optimize it further.
I just bought 7 NFS games for 30 bucks off EA. Which includes the latest 2