Red Dead Redemption 2

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garbageman42069

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garbageman42069

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73 comments

  1. Endlessunset
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    So has anyone fixed the ped spawning issue???
    1. garbageman42069
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      should be close to non-existent with this mod, I don't see those problems ever
    2. Endlessunset
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      Even when using other mods with it?
    3. garbageman42069
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      sorry, non-existent is wrong, it does but I never noticed it being too obvious, the more mods you have the more itll happen
    4. sheck24
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      does this use file replacement or streaming?
    5. garbageman42069
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      this uses the file replacement method, the megapack is also being updated to use file replacement for about 99% of the mods
    6. dominatorgt
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      Hi man bravo again
      ..is file replacement  method go to other moders ?or only you use it...
    7. garbageman42069
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      most others use streaming but others also use replacement, I try to use replacement for everything now if i can, Currently working on "Upscaled Peds" literally all metaped textures have been upscaled, currently about to do my first test of the mod
    8. dominatorgt
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      OK bravo again I saw something in you that's why you was first I talking about all of this
  2. barfcat
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    Heyo, just wanted to let you know that I found some more "pink fur" artifacting on the bear fur. I'm a dumbass and didn't take note, but I think it was the grizzly bear and not the black bear. 
  3. dominatorgt
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    Hi, I found out that Rockstar isn’t loading a large part of their textures, as well as a large part of the files for animal behavior… There are much larger textures on props, signs, journals, but they don’t even load them… As for the animal behavior which is loaded, there are about ten files—where it’s prohibited, there are over 120 if I’m not mistaken
    Now will be experimenting and looking why are they on false 
    ----------------------------
    It seems that they are preparing the game for a more serious update. In the ‘update_4’ section (which now doesn’t load), there are many other core elements as well as ‘x64’. Apparently, the update is not yet complete because when I disable the original ‘x64’ section and only keep the one from ‘update_4’, the game loads but there is no picture. However, if we disable the original HD section and let ‘update 4’ load (because if some mode loads in ‘update 4’, I don’t know if it loads automatically), it definitely works even better than before. (My weather mod and visuals are also working fine.)(all  core textures are in update4)
    -------------------------------------
    if they  start update_4 a lot of mods will must be rewritten paths --there are lot new old core elements from game update_2  update_3 are too "false"
    -----
    I managed to activate everything as cells (as I mentioned above when I activate update 4 (HD the original section is deactivated mandatorily) and deactivate the original x64 section I have no picture)) but I noticed that in update 3 there is another x64 section— so I activated updates 2, 3, 4 and deactivated the original x64 and the original HD- and everything loaded (definitely there will be some more serious update in future if thease on false-quality is defently better)...textures from textures 0 and 1 are deactivated because there are bigger ones in updates...
    -----------------
    Definitely something is happening. The sun and the moon have a much more pronounced and dense corona. The small lights are higher texstures, and many things are changing
    -------------------------------------------------
    ok after activating updates- now game work perfectly with 64bit shaders(witch are disabled by default)
    --------------------------------------------------
    After the update was activated, the game works perfectly with <CacheLoaderBufferSizeKB value="262144"/>. Yes, this one, which is around 4000… and now it can manage 1024 read requests with a maximum payload of 4096. Before that, the read request was unstable at 512 (BIOS).
    ---------------------------------------------
    Regarding 64-bit shaders, something happened: frames and latency remained the same, but frame representation is slower. I’m looking here through the pipeline, and after activating 64-bit shaders, a mess happened
    here i make video from screen how it all work for me im bad camera man
    21 April 2024 (youtube.com)
    update4

    original- now you can see what is common what is platform....UPDATE - this way Absolutely stable with new features--Movies(is deactivated in default-there are same files in game directory but a lot of smaller cutted.....I herd that rockstar cut a lot from movies becaouse a lot of 18+ every kind








    here the video how all work for me
    here pyton script to use to rename thouse witch must added name +hi.ytd 
    ----------------
    import os
    directory = 'E:\\Red Dead Redemption 2\\lml\\UpscaledAnimals\\All'
    for filename in os.listdir(directory):
        if filename.endswith('.ytd'):
            old_file = os.path.join(directory, filename)
            new_file = os.path.join(directory, filename[:-4] + '+hi.ytd')
            os.rename(old_file, new_file)
    print
    --------------------------------------------
    path must be to what you rename
    1. PlanKing33
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      I've had the pleasure of learning very useful things from you.
    2. dominatorgt
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      thank you very match spred the info--here im talking more ,  Terrain Textures Overhaul at Red Dead Redemption 2 Nexus - Mods and community (nexusmods.com)  i post on some big you tube channel.. i hope they read....and you read down here
    3. RebelInBlack
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      sounds like you borked ur game
    4. dominatorgt
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       sorry but I can`t very well understand what you say(my english not very good in conversation) ...(I’ve been in the computer field for a long time, but it’s just about a month since I started to dive deeper into  with my "knowledge")everything i posted - info, pics . no disbalances only performance  and graphic boost(this last one is for experiment - i don`t post the file  for that)... i post only posts and solutions for better compatibility with mod and game witch are tested... :)down here or other my posts-for me and few other comps file replacement on 50gb all most all texture mods go form hi 58 60 to these down on pics and graphics quality boosted
    5. jojo670
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      With 50GB of mods, I also noticed the absence of people on trains, trams, less animal activity... etc... you are definitely on to something... I hope a competent modder will look into the problem to offer us a solution.
    6. dominatorgt
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      hello if you read all i post- i have solution- it is no 
                           <Resource>
      <StreamingFiles>terrain</StreamingFiles>
      </Resource>
      but  
      -----------------------
         <Resource name="MainTextures">
           <FileReplacement>
              <GamePath>platform:/levels/rdr3/gtxd/gtxd_terraing1/alpinemain+hi.ytd</GamePath>
              <FilePath>MainTextures/alpinemain+hi.ytd</FilePath>
           </FileReplacement>
           <FileReplacement>
              <GamePath>platform:/levels/rdr3/gtxd/gtxd_terraing1/bigvalley1+hi.ytd</GamePath>
              <FilePath>MainTextures/bigvalley1+hi.ytd</FilePath>
           </FileReplacement>
           <FileReplacement>
              <GamePath>platform:/levels/rdr3/gtxd/gtxd_terraing1/bigvalley2+hi.ytd</GamePath>
              <FilePath>MainTextures/bigvalley2+hi.ytd</FilePath>
           </FileReplacement>
      Terrain Textures Overhaul at Red Dead Redemption 2 Nexus - Mods and community (nexusmods.com)
    7. jojo670
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      How about making a mods page and sharing your modified XML files, indicating which mods it is for and how to set it up. This would be
      useful I think to a lot of people... because 99% of us are not able to do this for hundreds textures replacement.
    8. dominatorgt
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      Hello, this would be quite difficult because I have restructured and renamed all the mods I have… All the mods I have are compiled into several directories with one install XML… In a few days, I won’t be here for several months and I simply won’t have the physical time to potentially restructure the install file into different installers for the mods that I’ve made (as even if I manage to do it, the mods will still need to be restructured and renamed
    9. pallcsa
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      I have tried your Terrain Textures Overhaul writeup using the install.xml file you provided and it works like a charm. Do you have the install.xml content for high Resolution Vegetation mod by any chance ? I could do the renaming of the files to make it work with your .xml because it is set to streaming now. 
    10. dominatorgt
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      thanks for opinion...I don’t have a file just for the vegetation (I’ve used other tricks there) because the vegetation in the game itself is only at 20 percent of what it could be...Instead, you might want to disable the mod you have and try one of these files 
      ------
      https://drive.google.com/file/d/1jRqj3dzwkpJ9ftrH4IJH_SDKOTGdhuzP/view?usp=drive_link
      ------
      https://drive.google.com/file/d/1L-Blx3EW-f7OwXE3ZQzbZ6Mc6MwDNkRS/view?usp=drive_link
      ------------
               <FileReplacement>
              <GamePath>common:/data/treeinfo.xml</GamePath>
              <FilePath>PATH TO YOUR DIR/treeinfo.xml</FilePath>
            </FileReplacement>   

      I noticed while digging through the updates that there is a options different way of loading the end texture (the resolution of the cube with which a given texture with a certain resolution is rendered) and my idea is (I haven’t talked about this) but there is also a way to potentially load a given texture whether it’s 256x256 to 1024x1024 with a render cube of 256x256 to 1024x1024 (my English is bad I don’t know if it’s clear what I’m talking about exactly) AI translate it even not better
      in other words, by changing a few values in deep file stucture and in manifest for game, for weather and others I can make the game more beautiful and even heavier for RTX5090  
      if you don`t have this in your gameconfig.xml - add it  
                           <Item>
        <PoolName>CGrassBatch</PoolName>
        <PoolSize value="16384"/>
      </Item>
    11. garbageman42069
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      dominatorgt you seem really knowledgeable with all of this stuff, do you have discord? cuz if you do I'd recommend joining the RDR2 Modding Discord, you can speak to/work with some big mod creators there and they're pretty interested to as well.

      Here's the link to the server: https://discord.gg/PmzaYH8ejb
      It has 100 uses, so if you cant join it i can send you another link
    12. dominatorgt
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      Thenk you .. today I created a Discord account, but I don’t know what to do there. Where, what, and why… I will join using your link (I’m blackbird  ). Unfortunately, after the 22nd of this month, I won’t be able to log in or pay attention for a few months. So, I’ll introduce myself, and until the 22nd of this month, I’ll try to answer all the questions I receive. After that, I’m going to a summer camp with the French Legion(some soft must tested in field), and I don’t know how much I’ll be able to use commercial communication devices... and behind corrner if i have that ability will maybe using it for other forms of comunication-------- there tell me i have no premission to chat
    13. AbdelrahmanMahmoud
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      the tree file in common does not work, If you checked vfs log it will not be added, the real one is treeinfo.ymt and if you tried 1024 the game will crash on startup
    14. dominatorgt
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      and after night to investigate this was for nothing because i made it on base treeinfo you telling me ... but treeinfo not ymt file  specialy this one just see it now...this is not good  to make disinformation 

      lso, the file you are referring to is located in a completely different directory, and from the path I shared in the code, you should have seen from the code itself that we are talking about files in completely different root directories ;) ....But i understand you no probllemo :)-- you post me very fast after i post files i understand you haven`t got time yo look more closely...Please look next time
      and everything loaded...treeinfo precist in a lot of big visuals and not crashing anything-if that was like you tell that mods will be not good for community....
      2024-04-20 22:10:29.7345|TRACE|?????????????????????????????????????????|Added resourceBlackBirdVisual/visuals/treeinfo.xml ---

      there different times first time i look mod manager after that i see you talking about vfs and loaded again
      2024-04-20 22:11:03 INFO  D:\GTA V\vfs\vfs\vfs\rdr3\CustomCollection.cpp:520: Global full replace: addonDLC:/blackbirdvisual/visuals/treeinfo.xml
      ----------------
      this must be investigated
      ---------------
      but if  colegue garbageman42069  upscale   only these witch are 256x256-there no be need in any correction
      -----------------
      i have little time here - and no time investigate small things---this my firs impressions on this case(because treeinfo.xml pressist in a lot of visual mods here0!!!!AND if try file just rename it don`t work that way- ymt have some information background witch loosing in convection to xml
      -------------------------
      What I see so far is that ScriptHook and Version are two different things - as I assume that ScriptHook comes after VFS, my idea is that if one has not loaded VFS, apparently the other loads it...i see how they writen scripthook is clewer than vfs
      -------
      after you say- there is some files that are loaded in modmaneger log and other no in version....this is new think for me ...and i going to see what is first.....But generally, when you put something into something else, it’s normal to have only one log - in this case, there are two logs (I have a feeling that it shouldn’t be like this on a deeper leve//I think that the two files need to be connected because the communication between them leads to latency...now they working like  different parts this is my first look
      -----------------------------
      Sure! LML is an ASI script like those ASI files that are put in the game directory—in this case, LML is an ASI that is ‘dynamic’ and kind of loads from the ASI loader—apparently, the two files were made separately and then written over—I have the impression that the ASI loader is older—and more likely the person who wrote LML has connected it with the loader with an ASI link—HMMMM simply the files are made for different purposes—they are made to communicate, not to execute a common sequence of commands
      -----------------
      Personally, I don’t like to tell tо someone something just so this person to tell it to a third person
      If the files are loading in one place but the log indicates that they are not loading in another, maybe LML and the game version need to have a phone conversation to clarify some details
      -----------------
      Definitely, something is happening in the VFS log (for example, I take the upscaled fires and load them originally as a file stream and they appear in VFS, when I make them with file replacement they don’t appear, but when I load the game they are there (even if they are not in the log - because for example when I remove them from the directory it is visible that the fireplaces are not upscaled) in this sense in the case the fires with file replacement in the mod manager are loaded but in VFS it writes that no (but they are definitely loaded) as well as the registers write that they are not loaded in VFS but definitely in the game they are loaded and for lmllog- you don`t need binocular to see that :)garbageman make good upscales
      ---------
       I need to examine the file structure in more detail, but I think it is not set to log all steps during the info import.It’s important to ensure that the logging feature is enabled and configured to capture all the steps you need..version in first place not made for lml, lml made for version better configuret for mod logs maybe and load them thru way version don`t programed to make log at this step---idon`t know
      ----------------
      so does treeinfo load like fireplaces and registers or not ;)?lml tell its load
      ---------------this is with file streaming in vfs log

      this is with filereplacement no vfslog

      upscaled weapons and pbrsurfaces not in log 

      horses not in log 

      upscale charectars not in log 

      i think it is clear and no need to investigate more
    15. garbageman42069
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      No problem man! I wish you luck at camp
    16. dominatorgt
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      im there plese tell me how to help for this 1 2 3 days and how i can communicate
    17. garbageman42069
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      i believe mentioning who you are in #saloon would be best
    18. dominatorgt
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       ................mmmmmmmmmmmmmmm...........ou should know that sometimes I’m silly dump- I can talk about some things here, but that doesn’t mean I can navigate others…#saloon showed me nothing in the search
    19. AbdelrahmanMahmoud
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      I know it is different.. download open iv.. install, open game then close it, will create a vfs log that you can see all things that have replaced by mods, you will not see treeinfo.xml

      even add treeinfo.xml as a stream, it will say failed to stream it.

      the treeinfo.ymt is in a different folder and it has more info about trees the treeinfo.xml, and if you made mod to replace or stream treeinfo.ymt it will load/stream successfully

      that was what happened in my case, it treeinfo.xml is loaded in vfs log then I made a mistake

      again there are two files..treeinfo.xml
      treeinfo.ymt

      also my friend.. I am not trying to lead to any misinformation or anything, I am just trying to look into stuff and see if it will help at least, that is all, I hope you are well and in good health and thank you for all of your efforts here to explain
    20. dominatorgt
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      Hey, you didn’t even bother to read my entire post which I analyzed for you all night :), there’s no point in downloading OpenIV because if you see my picture you will see that it is a shot from the that program (in my post I’m trying to tell you that probably the VFS log tomorrow may tell you that you haven’t eaten anything) and I’m showing photographic material that everything is loaded… I’m not here to argue about some small thinks (but still I spent a night for you) I use the ModManager.log which is generally much more closely related to the mods… How the VFS log is made is just by launching the game and vfs.asi makes the log file,  open program is not needed at all for the VFS log… But you really got me indeed I see that you are much more educated than me sorry for disturb apologize I also agree with you really ...overall I’m not sure if you’ve followed the general theme of what’s being discussed in the two forums I’ve posted in (my thought here is that I’ve come and solved a rather global problem with the mods and I really don’t want to argue about some branches; in general, I released them in good faith because someone asked me for something i don`t make em officials they are preccsit in every big visual mod...and with photos i show that all loaded but in vfs log not loaded... ModManager.log
      2024-04-21 17:47:07.4691|TRACE|?????????????????????????????????????????|Added resource BlackBirdVisual/visuals/treeinfo.xml
      ////if smaller treeinfo not work for you mybe you want send massage to WhyEmVisuals Perhaps I’m not the one you should be addressing///
      may be you have other conflicts because i use this files and give it to other and a lot visual mods use it this are not from me but really working for - see pictures on branches on trees in my case below  even far thous not 256x256
       

      https://drive.google.com/file/d/1XdlxD9h3XpWyiYc589xlR5PCSZ_-MwoC/view?usp=drive_link   here mod log to see i don`t have upscale vegetation and see treeinfo :)Thank really  for your kindness and tell me about problem with vfs log...if you read cerfuly till end that upper maybe it can`t be trusted a lot in vfs...When I get home, after few month if I’m still so ‘hooked’, I plan to link the two files into one specifically for this game so that there won’t be any problems in communication. Generally, I see in both files that there’s something to be pushed, considering that I have slightly modded my scripthook and asi, and as you can see in my vfs log it says something else 2024-04-21 20:47:36 INFO D:\GTA V\vfs\vfs\vfs\rdr3\CustomCollection.cpp:520: Global full replace: addonDLC:/blackbirdvisual/visuals/treeinfo.xml (just like if I take it on, I promise I will make the file for you in such a way that it gives a log where it tracks the entire path of the files :)
      ----
      f I want to hint at the following generally, such files can’t dig into archives (like .rpf), so the log might not be complete.files that cannot access archives like .rpf may not provide a complete log of all operations..version.dll or log fvs cant dig in rpf files...thats why you see NFO D:\GTA V\vfs\vfs\vfs\rdr3\CustomCollection or 2024-04-21 17:47:07.4091|TRACE|?????????????????????????????????????????| i will steal some of functions of open4
      I could also do it in such a way that it shows you full info on the files themselves—it might take an extra 2-3 minutes, but we will have complete logs
      garbageman  thous branches are rendered with rendercube 256-I am currently experimenting with adding additional commands to tree info for the render cube file so that I can get them to render with a large cube rather than a high-resolution impostor
      After the updates were activated (previously there were several sections for different files to be rendered from 256x256 to 1024x1024, but now there’s a new section where all are only from 1024x1024 to 1024x1024 rendercube-------
      and i I apologize-this is for there people treeinfo loads ;) in vfs
      -------
      garbageman  ?what hapened with pyton script  and file repleacement -bandanas are filestreaming..common ask i have 30+hours here
      Don’t be misled by old-school views and understandings, I don’t know what the ‘big ones’ are telling you there..i can`t get in that chat
      your last script was better than me - just get rid of elements not use
      GamePath>platform:/hd_0/hd/levels/rdr3/props/vegetation/rdr_birch/p_sap_poplar_aa_sim+hifr.ytd</GamePath>
              <FilePath>rdr_birch/p_sap_poplar_aa_sim+hifr.ytd</FilePath>
            </FileReplacement>
            <FileReplacement>
              <GamePath>platform:/hd_0/hd/levels/rdr3/props/vegetation/rdr_birch/p_sap_poplar_aa_sim.yft</GamePath>
              <FilePath>rdr_birch/p_sap_poplar_aa_sim.yft</FilePath>
            </FileReplacement>
            <FileReplacement>
              <GamePath>platform:/hd_0/hd/levels/rdr3/props/vegetation/rdr_birch/p_sap_poplar_ad_sim.yft</GamePath>
              <FilePath>rdr_birch/p_sap_poplar_ad_sim.yft</FilePath>
      or pyton cant se thru dirs?
      i see beleve you can make it work first man---if no when i come bac post code:)but this will on base your code;)
      I apologize for not giving you the information directly, but I see that you can handle it, so I’m giving you the necessary hints… If I just show you, you’ll only copy and paste and not absorb the information… But this way, as I see it, maybe after some time, you might be able to tell me something new
      nvcleaninstal did help to you...
      Don’t give up if you start; they know, and others will do it.” Wise words! Persistence and determination are key...let`s your motiwation will be" be first" i just tell wah in my opinion what must do
    21. garbageman42069
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      sorry im just not very advanced with modding and all this is confusing for me, plus I do school so modding is not my #1 priority so i can not work on it all of the time, i appreciate your help, i made that upscaled generics mod, I just never posted it, here is a link to it
      https://www.mediafire.com/file/n1hy25wgnqe1q71/Upscaled_Generics.7z/file
      --------------
      Here is an install.xml and modified code for upscaled documents. is it correct formatting? if so then i can start using it for other mods, i wont upload a version for testing but here (image 1, image 2) is the file structure you should put the mod in if you already have it installed
      Python Code
      Install.xml

      or should i modify it to do entire folder replacements, instead of file by file? must i do <Resource> and </Resource> for every file?
      what about <Resource name=name> that ive seen you use?
      ----------
      I think if all files in the hd folders for upscaled vegetation get moved to their nonhd counterparts, everything will be loaded
      editL i did that and i get this warning while loading the mod, saying there is a duplicate file and the first will be used, where do i put allowDuplicate="true"?
      WARN|????????????????????????????????????????|Use allowDuplicate="true" to load all

      i get this in vfs.log, looks like it works?
      Replaced file from archive addonDLC:/upscaled textures/upscaled vegetation/rdr_debris/p_tree_stump_07+hidr.ytd
    22. dominatorgt
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      --------------------
      https://drive.google.com/file/d/1vW5btukegxSDN18UHvDnh2NjrZxv5l15/view?usp=drive_link
      ---------------------
      i can`t try it fast... try hipotetilcly for your case needed changes in code 
      you have more  </Resource> than needed try code this way will be faster- periodicly will look here today
      you not advanced but have potencial to be- if you do it may be first modder using pyton for generating-you are first who know and talking to me for pyton
      -----------------------
      if they in one directory all 
      -------------------
      <EasyInstall>
        <Name>TerrainTextures</Name>
        <Author>Blackbird</Author>
      <Resources>
          
       
            <Resource name="ui">
           <FileReplacements>
              <GamePath>platform:/textures/textures/ui/ui_itemviewer</GamePath>
              <FilePath>ui_itemviewer</FilePath>
          </FileReplacements>
      </Resource>
        </Resources>
      </EasyInstall>


      "what about <Resource name=name> that ive seen you use?" this is for beauty :) if there a lot different
      Resources
      https://www.mediafire.com/file/n1hy25wgnqe1q71/Upscaled_Generics.7z/file  mya
      ----------------------
      https://drive.google.com/file/d/1TCzd21sKF_qg8gXkXoH2wAUgL2UfDLhV/view?usp=drive_link
      -------------------
      https://drive.google.com/file/d/1eaF-kAvTCS_xQrQJbB6XGEr8-akgWOei/view?usp=drive_link

      allowDuplicate="true -may be there are two same files in one code or resources tag make depretion
      read my all post for vfs i think it can`t be trusted...may be you wanna look on my log file from upper in visual section
      ------------------if the are several dirs
      <EasyInstall>
        <Name>TerrainTextures</Name>
        <Author>Blackbird</Author>
      <Resources>
          
       
            <Resource name="ui_itemviewer">
           <FileReplacements>
              <GamePath>platform:/textures/textures/ui/ui_itemviewer</GamePath>
              <FilePath>ui_itemviewer</FilePath>
          </FileReplacements>
       <FileReplacements>
              <GamePath>platform:/textures/textures/ui/ui_ledger_textures</GamePath>
              <FilePath>ui_ledger_textures</FilePath>
          </FileReplacements>
      </Resource>
        </Resources>
      </EasyInstall>


      <FileReplacement>-single file path to file ....<FileReplacements>path to dir.....
      ----------
      auuuuu i see it now in your code after platform must be ":/"
      https://drive.google.com/file/d/1x04GYdeWF0pGbN_sUgh6ueXJIg5skXVC/view?usp=drive_link
      ----------------
      school must be first- but here you are so close
      -----------------------
      """I think if all files in the hd folders for upscaled vegetation get moved to their nonhd counterparts, everything will be loaded"""" but then i think must use not platform (update:)-- but try first like you start....
      ----------------------This is the original information - here you can theoretically see which sections of the game are working and which are not loading
      https://drive.google.com/file/d/15WyXBH0DiqRCjhU9oQuJj2-Md_UNdgce/view?usp=drive_link
    23. khorvair
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      I don't know coding very well so how do I change that Terrain Textures Overhaul to file replacement like you said? Do I just copy all that text and paste it into install.xml?
    24. dominatorgt
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      Read cearfuly my second long post there there is easy instruction how to make it
  4. kaozzz777
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    BIG FAT THANK YOU @dominatorgt and @garbageman, excellent stuff
  5. bigchunkusamogus
    bigchunkusamogus
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    WHAT THE DOG DOIN 
    1. garbageman42069
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    2. bigchunkusamogus
      bigchunkusamogus
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      nodding 2 dis shiet rn cuh yuh dat lit
  6. dominatorgt
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    i try experiment - ModManager.log tell me that working
    EasyInstall>
    <Name>UpscaledCharacters</Name>
    <Author>Blackbird</Author>
    <Resources>
    <Resource>
    <FileReplacements>Chars</FileReplacements>
    </Resource>
    </Resources>
    </EasyInstall>
    In the ModManager.log, they are no longer recognized as (found new streaming source) but are directly loaded as a source
    2024-04-18 00:14:34.3568|TRACE|?????????????????????????????????????????|Found 497 replacement resources in Chars
    I’m still experimenting, so I can’t say how adequate it is (the mod manager writes that the files are loading), but here, while I was playing with these methods, I accidentally managed to play with an un-upscaled character (but it turned out that visually I had tweaked it so much that at that moment I didn’t realize that the characters had not loaded - so I don’t know if something is happening
    ------------------------------
    so after the experiments I conducted, I’m almost certain about one thing—small textures should not be upscaled more than +hi textures or +hi textures should be loaded as base textures (at least the engine has fewer resources for the low models). First, I tried with your fire—I don’t know how you upscaled them—but I took the larger files from the fire, renamed them to +hi  hidr hifr and deleted the rest—the fire became like prints (I don’t know why in some mods they make +hi textures load in base and leave +hi empty to load from the base). I had other mods for upscaled animals and now I did the same thing I did with the fire (but with the animals I deleted the +hi which were empty and renamed the others to +hi and just from there I managed to get 1.5 to 3 fps more all file replacement(like pictires below but with more frames) (when you are on some more than medium game look for +hi...
    ---------------------
    so, after a few hours of experimenting, I’ve come to the following conclusion (leaving aside that the file replacement method is better), but I played around in the case with those larger mods with animals - I’m 100% convinced that hollow +HI.ytd-1, 2 should not be made - we leave the small textures, we only make the big ones and load them with file replacement) at least the characters and animals were with hollow  or smaller +HI.ytd but I did what was explained - first that the performance exploded secondly the objects that are with low LOD posters flames etc. became even more detailed - look at my posters - and they are not upscaled

    and on this picture see fps-if yo see here im have bigger fps than other photos(down here) on this place(after charecters and animals redacted 900+ files) 3 5frames more
  7. dominatorgt
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    i place here to you to see it- i see it now- you say  "i tried to make a file replacement install xml but it did not load, i could send it when im on my computer later, i made a python script to automate it because i wasnt trying to manually type 1,000 lines

    I think the script i made works perfectly, but i just have the format wrong, it successfully makes a new resource with file replacement for every single file in all folders, but nothing shows in game

    If i can successfully get this script to work i will update some of my mods and most new ones will utilize file replacements instead of streaming""" and i awnser you  - Your structure is wrong. What you did more closely corresponds to the file-replacements method, not the file-replacement method-and platform:/ is not good i think.....it must looking somehing like this <Name>Upscaled Vegetation</Name>
    <Author>garbageman42069</Author>
    <Version>1.0</Version>
    <Link></Link>
      <Resources>
        <Resource>
          <FileReplacement>
            <GamePath>platform:/hd_0/hd/levels/rdr3/props/vegetation/rdr_birch/p_sap_poplar_aa_sim+hifr.ytd</GamePath>
            <FilePath>rdr_birch/p_sap_poplar_aa_sim+hifr.ytd</FilePath>
          </FileReplacement>
          <FileReplacement>
            <GamePath>platform:/hd_0/hd/levels/rdr3/props/vegetation/rdr_birch/p_sap_poplar_aa_sim.yft</GamePath>
            <FilePath>rdr_birch/p_sap_poplar_aa_sim.yft</FilePath>
          </FileReplacement>
          <FileReplacement>
            <GamePath>platform:/hd_0/hd/levels/rdr3/props/vegetation/rdr_birch/p_sap_poplar_ad_sim.yft</GamePath>
            <FilePath>rdr_birch/p_sap_poplar_ad_sim.yft</FilePath>
          </FileReplacement>
          <FileReplacement>
            <GamePath>platform:/hd_0/hd/levels/rdr3/props/vegetation/rdr_birch/p_tree_birch_03.ydr</GamePath>
            <FilePath>rdr_birch/p_tree_birch_03.ydr</FilePath>
          </FileReplacement>
          <FileReplacement>
            <GamePath>platform:/hd_0/hd/levels/rdr3/props/vegetation/rdr_birch/p_tree_birch_03b.ydr</GamePath>
            <FilePath>rdr_birch/p_tree_birch_03b.ydr</FilePath>
          </FileReplacement>
          <FileReplacement>
            <GamePath>platform:/hd_0/hd/levels/rdr3/props/vegetation/rdr_birch/p_tree_birch_03_lg+hidr.ytd</GamePath>
            <FilePath>rdr_birch/p_tree_birch_03_lg+hidr.ytd</FilePath>
          </FileReplacement>
    -------------------
    if you use FileReplacements> then it must be like yours...See how kind-hearted I am, I shared such important info with you  AT ALL FOR EVERYTHING…Imagine how happy I would have been if you had satisfied my request some time ago for upscaling those few files.. thanks you are good man I believe that I have been helpful to you..after 3 4 days i will not be here for 6-7month...If you have any questions, ask them and I will answer you. Even though you didn’t fulfill my request, I will giving you information that I have studied for years...
    If it pertains to an entire directory, then separate with <resource>’m using a translator, I don’t know how much you will understand - if your files are in one directory, you can use:
    <Resources>
      <Resource>
        <FileReplacements>
          <GamePath>platform:/hd_0/hd/levels/rdr3/props/vegetation/rdr_birch</GamePath>
          <FilePath>rdr_birch</FilePath>
        </FileReplacements>
      </Resource>
    </Resources>
    This way, all files from that directory will be loaded with the corresponding files from the mod directory."

    if you do it like in your code it must be directories,,, if there files to replace it must be like i show you... and you must think is this vegetation is platform or common file ;)And I didn’t want to make it easy for you, but I’m a good soul - it means you upscale, for example, 3 directories and in this way that you wrote the code - you replace with 3 commands 3 directories and separate them as you did… if you do it separately then it’s as I showed you - I’m telling you this because I noticed that the files in the example are from one directory...But Pro method is  </FileReplacement>  ...but i know how many files in vegetation- do it like you do it in your code but path only to directory not to file. separate directories how in your code
    I would like to clarify that if you use this method - I think you can upscale only the +hi textures so as not to unnecessarily fill the pools (in the game, if you set something above medium settings, the +hi textures will load and the smaller ones will remain for those with weaker computers… ALSO IMPORTANT - tree.info you might want to include this file (with the necessary changes) in the update with the vegetation. I want to draw your attention to the fact that big everything in this file that is 0x0 whatever upscales you have done I think does not load… at least I say again ungrateful work - with tree.info if you make everything 1024x1024 from the partially original 256x256 then you have a serious impact - after the upscaling if you allow in tree.info everything to load directly I don’t know (Alan Wake 2 “a turnip to eat”)” make good calculation if you type in tree info 256x256 and you upscale that texture to 1024x1024 then you must type to all 256x256..Again, for this purpose, you will have to use some solutions in visual.dat - but such that I am talking about, I have not seen in any of the mods here...but i making in my mod(i dont have any form of upscale vegetation and you see my branches and grass in my pic)and my tre info is all that was 0x0 is 0x0 others 1024...imagine in this pic where i provide if all was 1024x1024...and that is 80% from quality i can get from veg...without upscaling..
    -----------------------------------------------------------
    <Name>..</Name>
      <Author>...</Author>
      <Resources>
       <Resource name="rdr_inst_crops_es">
         <FileReplacements>
            <GamePath>platform:/levels_3/levels/rdr3/props/vegetation/rdr_inst_crops_es</GamePath>
            <FilePath>rdr_inst_crops_es</FilePath>
        </FileReplacements>
         </Resource>
          <Resource name="dr_oak">
         <FileReplacements>
            <GamePath>platform:/levels_3/levels/rdr3/props/vegetation/rdr_oak</GamePath>
            <FilePath>rdr_oak</FilePath>
        </FileReplacements>
         </Resource>
    ----------
    im new in moding you can  experiment 
    ----------
    <Resource name="rdr_inst_crops_es">
         <FileReplacements>
            <GamePath>platform:/levels_3/levels/rdr3/props/vegetation</GamePath>
            <FilePath>rdr_inst_crops_es</FilePath>
        </FileReplacements>
         </Resource>
    <Resource name="dr_oak">
         <FileReplacements>
            <GamePath>platform:/levels_3/levels/rdr3/props/vegetation</GamePath>
            <FilePath>rdr_oak</FilePath>
        </FileReplacements>
         </Resource>
    but i thing scripthook not so clever-when i come back i made smart one
    ...
    your first i think better be---
    import os
    import xml.etree.ElementTree as ET
    import xml.dom.minidom
    def parse_xml(xml_file_path):
        # Parse the XML file
        tree = ET.parse(xml_file_path)
        return tree.getroot()
    def create_resource_tags(directory_path, resources_tag):
        # Traverse the directory structure
        for folder_name, subfolders, filenames in os.walk(directory_path):
            # Get the relative folder name
            relative_folder_name = os.path.relpath(folder_name, directory_path)
            # ... (other part)
    def pretty_print_xml(root, output_file_path):
        # Convert the ElementTree to a string and pretty print
        xml_string = ET.tostring(root, encoding='utf-8')
        dom = xml.dom.minidom.parseString(xml_string)
        with open(output_file_path, 'w') as f:
            f.write(dom.toprettyxml(indent="  "))
    # use of functions
    directory_path = "D:\\Games\\Red Dead Redemption 2\\MODWORKINGFOLDER\\###IN PROGRESS\\Upscaled Vegetation\\NEW"
    xml_file_path = "D:\\Games\\Red Dead Redemption 2\\MODWORKINGFOLDER\\###DONE\\install replace.xml"
    output_file_path = os.path.join(directory_path, "install python.xml")
    root = parse_xml(xml_file_path)
    resources_tag = root.find('Resources')
    create_resource_tags(directory_path, resources_tag)
    pretty_print_xml(root, output_file_path)
    ----------------------
    -and I, a nobody from nowhere, wouldn't have to come out of the woodwork and not even through Discord, just to explain it to you. i don`t know where is this server-but you can tell them that what i say from my name :) i use mod from year - and from mounth i detect problems>>>and discort is maybe 5 8 years old..u must see different sides of kind of software programing  to see problems from other angle... i see it when i saw that-discord can`t see it from begining <file streaming> hohoho 20gb virtual
    ______________
    <Item>
          <IsCrcMount value="true" />
          <Path>levels_3.rpf</Path>
          <MountPoint>platform</MountPoint>
        </Item>
    _____________________________
    is this from discort or from AI- if this from discort -someone ask AI and copy paste....this is awnser from ai ....there is 7oclok our time tomorrow explain common platform
    1. garbageman42069
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      what files did you request, sorry I forgot, fxweather? and files like amb_lights.ytd, generic ones? I'm working on the generic files right now and will probably upload them by the end of the day, fxweather will be seperate in a different mod, upscaled weather stuff

      upscaled generics:
      
    2. dominatorgt
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      I would be very happy if you could emagine my mod (which I am making for myself with the upscaled textures of the trees and ambient lighting)  core.ytd and all anm_ytd ;) read end of my upper i update info
  8. dominatorgt
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    Again, great job on the mod! Thank you for your hard work. I would like to point out that it would be beneficial for these large mods to be loaded using a file replacement method. I understand this is a lot of work, but in this case it might be a good fit. The reason is that file streaming is better suited for things that appear and disappear to avoid loading overhead (this is an engine issue because it processes files on the fly).
    To prove my point, I took the largest terrain texture mod I could find and experimented with loading it. I first loaded the textures with  file replacement and then loaded the textures at +hi (I'm not sure why most mods load them at base, as the engine has fewer resources there). So, the idea is that we need to experiment with the pools after that, but my FPS jumped by about 8-12 frames per second difference from stream to file replacement on lardge chunks.
    P.S
    I'd like to add for everyone that if the animals seem "more naked" to you, it's because the fur has been upscaled, which is great -it can be adjusted in visualsettings.dat with the settings pedfur.layerShadowMin, pedfur.minLayers, pedfur.maxLayers, pedfur.length... Other larger animal mods, even though they are larger, don't seem to upscale the fur as much i don`t no.
    1. garbageman42069
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      how could I do that? I don't really know how to make install.xml's, Id love to help improve performance, would I have to use file replacement instead? If so, would I have to do it with every file individually?
    2. dominatorgt
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      File Replacement:

      • Process: In file replacement, the entire file is loaded into memory at once. This means that all of the data in the file is readily available, but it can also use more memory.
      • Advantages:

        • Fast access: Allows for fast and random access to the entire file.
      File Streaming:

      • Process: In file streaming, the file is loaded into memory in chunks rather than the entire file at once. This means that only the parts of the file that are needed at a given time are loaded into memory
      • This can be taxing for SSDs, as they are not as efficient at handling small files

        • Frequent Random Access: If rapplication constantly jumps around to different small files on the SSD, then it can be less efficient.
        • Many Temporary Files: If streaming creates a large number of temporary small files that are constantly written and deleted, it can impact SSD lifespan over time.



    3. garbageman42069
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      holy s#*! thanks ill definitely try that
    4. dominatorgt
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      Hi, I'd like to add to the topic of upscaling vegetation - I think it's a lot of heavy and thankless task You take treeinfo.xml, and everything that's 256x256, you change it to 1024x1024.
      And if you want everything to be maxed out, there are many that are 0x0. You can try 1024 or 512 for optimization (maybe there's a reason they're 0x0)(maybe I'm wrong:)
    5. garbageman42069
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      i think those sizes are for LOD textures, ill try changing them, if my computer can even handle the base mod loll
    6. AbdelrahmanMahmoud
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      @domainatorgt

      Will it be ok to share with us the install files that you made for any texture modes so we can use it instead of the stream type ones?

      Thank you
    7. dominatorgt
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      Hello, I have a mixed feeling about sharing codes (I will partially do it), but on the other hand, I don't have much desire.**I have been deeply involved in the computer sphere for many years, playing Red Dead for many years, but I have recently started using mods and I started to experience the same problems as everyone else, and I wondered what it was from.. But without wanting to, I opened the install.xml file and suddenly everything became clear to me....So here I shared this important information and codes (which I don't exaggerate is important for the entire modding community across the internet) with one person, as well as asking for something small for an hour's work , and I didn't get what I gave,(I'm new to the modding and posting community, so that's probably how it's done :) ) which is a bit demotivating, to start posting on various forums where the problems come from and help... Just to mention now that I'm in the second camp of Red Dead 2 I even see trains passing by up the line and I have absolutely all the biggest mods  for everytthing here in the hub(50gb)...So in essence: download these mods (Terrain Textures Overhaul at Red Dead Redemption 2 Nexus - Mods and community (nexusmods.com , Upscaled Terrain at Red Dead Redemption 2 Nexus - Mods and community (nexusmods.com) , Upscaled Registers at Red Dead Redemption 2 Nexus - Mods and community (nexusmods.com) , Upscaled Camp Fires and Cook Pots at Red Dead Redemption 2 Nexus - Mods and community (nexusmods.com), Upscaled Jails at Red Dead Redemption 2 Nexus - Mods and community (nexusmods.com) , UpscaledProps Windows at Red Dead Redemption 2 Nexus - Mods and community (nexusmods.com)) add the missing files from the 2k mod to the main textures in the first mod... Delete everything that is 1kb and everything in every directory except heartlands1.ytd and heartlandmain.ytd(and Jailcell UpscaledRegisters p_window don`t rename anything)  should be renamed to +hi.ytd..in city textures add Jailcell UpscaledRegisters p_window(I don't know what the original mod was called but the install file leads to (CityTextures,MainTextures,TerrainTextures) as these directories should be in their files, there should be no path from several directories your directories should also be named as I have written)....
      ---------
      ( 111 hosted at ImgBB — ImgBB (ibb.co) )
      ----------
      I hope you will spread the information and when I return after 5-6 months already on the internet to know about it and to see some nicely formatted mods./....!!!!! IMportant!!!!also suggest raising the following pools in gameconfig.xml:>>
      <PoolName>TxdStore</PoolName> , <PoolName>DrawableStore</PoolName>---
      Please note that the files are not streamed and almost all of this will go into memory (if you see an error that ends in ffffff, know that it is not from the mod but from the pools ("blowing up") big valley1+hi for comparison the original is 13mb) here are much more massive than the original files.
      and for strong comps
      <MaxLoadedParsedDataFiles value="2500"/>
      <CacheLoaderBufferSizeKB value="32768"/>
      <EntityDrawDataCacheBufferSizeKB value="12288"/>
      <EntityDrawDataCacheGPUBufferSizeKB value="36864"/>
      <AdditionalBankEntityDrawDataCacheBufferSizeKB value="0"/>
      <AdditionalBankEntityDrawDataCacheGPUBufferSizeKB value="2048"/>
      In this case, you need to know exactly which section to place these values in. I have a heavily edited gameconfig and I have only 2 sections and only put them in one place.
      ------------
      and in visual.bat can try
      ---------------
      # Entity batch
      # NB: min/max instancescale is deprecated!
      entitybatch.mininstancescale0.5
      entitybatch.maxinstancescale1.0
      entitybatch.mininstancesize1.0
      entitybatch.maxinstancesize5.0
      entitybatch.minlodbias1.0
      entitybatch.maxlodbias1.0
      entitybatch.minPreallocatedAppendXLCount5.0
      entitybatch.maxPreallocatedAppendXLCount15.0
      entitybatch.minPreallocatedAppendCount8500.0
      entitybatch.maxPreallocatedAppendCount10000.0
      entitybatch.minPreallocatedIndirectCount8500.0
      entitybatch.maxPreallocatedIndirectCount10000.0
      entitybatch.LodFade.Range        0.03
      entitybatch.LodFade.Power4.0
      entitybatch.UseAoAsTintMask1
      -----
      There are other settings in gameconfig.xml that have not been touched by any game config, but are very important for ... for everything that unlocks the system directly...but for now I will not share them for the reason I shared at the beginning.
      .Please note that if you are using the code for other files and only changing the paths, it will lead to a performance drop. Just here we have 27,000 symbols and the files are not that many. Imagine my the characters directory which has 486 files :))
      --------------------------------------
      https://drive.google.com/file/d/1b3i-_rO2GbWgC0k7zz9qL3uK3IGtsfBD/view?usp=drive_link  - UPDATED
      -------------------------------------
    8. dominatorgt
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      Here is a screenshots of the game for comparison after about 50GB of mods have been loaded correctly.4k dlss quality all ultra and "on" The massive visual weather mod is mine, which we are making with the help of experienced meteorologists and the edited game config to blow up fps ...no stair stepping at all perfectly boosted graphics -look at the tree branches even far....but i used and some tricks in visuals..don`t ever seen mods with that kind of solutions like this..
      ___animals train

      hi fps

      ------------------------------   
      lowfps

      -------------------

      veryhi fps

      my beauty

      ____
      my system for comparison
      i-7X 15mb cache 4.5ghz
      x79- costum bios-support above 4g and rebar 64gb-36bit (maximum payload 4096 maximum read request 512)
      16gb quad channel (70k+ mb read write-49ns)
      rtx3080, 4*ssd samsung pro raid0- frames are almost like vanilla or the same i don`t no :)
      _______
    9. garbageman42069
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      looks great, ill be uploading some new versions of some of my mods using a file replacement method instead of streaming
    10. dominatorgt
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      Hello, I’m glad to hear it. If I’m honest, it feels like you’re doing something more because before you would release these mods like a machine gun. Hopefully, other modders will be inspired to spend a little more time on their mods (and you’ll eventually see with you how we’ll take a new step to community towards the approach to these mods). I would also be happy for people to know where it all comes from ;) … To add, you can use filestream technology but it should be on objects that pop up and unload when you leave (but not on large, frequently appearing ones… really carefully for which textures and how you use the prefixes platform:/ common:/ update:/ (it won’t be noticeable on one mod but if there are several with incorrect loadings it will be felt quite seriously…ModManager.log to watch if everything loads correctly.
    11. garbageman42069
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       i tried to make a file replacement install xml but it did not load, i could send it when im on my computer later, i made a python script to automate it because i wasnt trying to manually type 1,000 lines

      I think the script i made works perfectly, but i just have the format wrong, it successfully makes a new resource with file replacement for every single file in all folders, but nothing shows in game

      If i can successfully get this script to work i will update some of my mods and most new ones will utilize file replacements instead of streaming

      heres the install xml i made for upscaled vegetation and here is the script i used
    12. dominatorgt
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      Your structure is wrong. What you did more closely corresponds to the file-replacements method, not the file-replacement method-and platform:/ is not wrait
    13. garbageman42069
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      what should I replace platform with? I only had platform cuz someone sent me an xml with mount points
          <Item>
            <IsCrcMount value="true" />
            <Path>levels_3.rpf</Path>
            <MountPoint>platform</MountPoint>
          </Item>
      What should one file replacement look like, I can probably edit the script to make it work, preferably one with hd and level3 textures
      also thanks a bunch for helping me out, the people on the rdr2 modding discord just ignore me whenever I ask for help
  9. dominatorgt
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    Attention power users: For those who know what I’m talking about and how to do it—graphics card performance!  Nvidia GPU  advanced driver modifications.
    Navigate to C:\Windows\System32\DriverStore\FileRepository and identify the directory (not the file) corresponding to your Nvidia .inf file in the display.driver folder (e.g., nvidiagf, nvdimm...).
    Locate the .inf file within the install directory and open it with administrative privileges using a text editor.
    Within the .inf file, find the section that matches your graphics card's name and determine which number of the section is used for installation (in my case, section028 in nvdimm).
    After FeatureScore = CF, add:
    NVSupportDisableRAS = 1
    NVSupportPerfDriver = 1
    NvSupportTelemetry = 0
    Locate the DelReg = nv_dch_delreg line and add the following entry above DLSS_Scaling_Bucket = 1.
    Delete the following lines from the .inf file:
    CopyFiles = nv_telemetry_copyfiles
    CopyFiles = nv_nvcamera_copyfiles
    -------------------------
    and if you feel brave you can try to change values of CopyFiles = nv_system32_RS_copyfiles . AddReg = nv_miscBase_addreg to those corresponding numbers in section in a card above model
    1. garbageman42069
      garbageman42069
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      Testin it out hope i dont brick my pc lol, is this correct?


      • Navigate to C:\Windows\System32\DriverStore\FileRepository and find your graphics driver folder, mine was
        nvacig.inf_amd64_lotsanumbers

      • Open the .inf file in the directory with administrative privileges using a text editor.
      • Find the section in the .inf file that matches your graphics card’s name and note the section number used for installation.
      • After "FeatureScore = CF", add the following:
      NVSupportDisableRAS = 1
      NVSupportPerfDriver = 1
      NvSupportTelemetry = 0


      • Find this line DelReg = nv_dch_delregand add this above it ↓DLSS_Scaling_Bucket = 1
      • Remove these lines from the .inf file:
      CopyFiles = nv_telemetry_copyfiles
      CopyFiles = nv_nvcamera_copyfiles


      • Optionally, you can modify the values of these 2 lines to match the section number of your graphics card model (Unsure?)
        CopyFiles = nv_system32_RS_copyfilesAddReg = nv_miscBase_addreg
        
    2. dominatorgt
      dominatorgt
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      no!!!!!wait  this must change before install the drivers and after that install...However, for that purpose, you need a different config file if you want to install it in such a way that with small file number if you won`t you dont need other config. You also need to enter the BIOS to disable something, which will allow you to enter a command in cmd that puts Windows into a not safemode other one  mode after a restart. After that, your digitally unsigned drivers will not be rejected, but you will be asked if you really want to install them.”and don`t experiment a lot with misc base and system 32 -max 1 model upper vga and values from same file not other.in my case i bring these 2 from section034 rtx4080....Gemini AI today is not in condition ;)bad translations
      ------
      BUT my request for upscaling those files I mentioned is still valid :) (even without the fire textures). Maybe if you had taken an hour of your time to do me that favor back there ... maybe my posts would be fuller and more understandable and more informational ;).Because no one in the world has talked about the mods or solved the problem or for  the these mods for  Nvidia . You can't find these mods anywhere on the internet.And i learn this for years :))i touch just a tip
      ------
      i don`t know older card how will work with dlss scalingbucket

    3. garbageman42069
      garbageman42069
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      I can install unsigned drivers, i use nvcleaninstall for all my drivers so they are already pretty debloated, this seems helpful though as ive never heard of it before, i have a gtx 1070 so i prolly wont add the dlss stuff since i cant use it
    4. dominatorgt
      dominatorgt
      • member
      • 10 kudos
      yes try nvcleaninstall. It works well with the external signature of the file structure. I don't know how it will work with the modified internal signature of the file... In general, I don't like other programs telling me how to install something...
      _______
      there is way if you have system with 4g that you can use rebar..with 10 series....
  10. Visolarity
    Visolarity
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    could you upscale tree barks?
    1. garbageman42069
      garbageman42069
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      i'm working on an upscaled vegetation mod, gonna have that and more hypothetically lol