#Skyrim Legendary Edition

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cobalt basalt
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though it doesn't capture it sadly

soft shoal
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sad

cobalt basalt
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or at least, i cant find it

soft shoal
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it's in the overlay, so it should be captured

cobalt basalt
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yeah i just have to find it

soft shoal
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fixing the fire and particle effects is gonna be a pain

cobalt basalt
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actually i know how to find them

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found it, wonder if modifying it now will fix it

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though it has other textures applied to it in the nif normally im guessing

soft shoal
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seeing such a huge scale in omniverse is pretty cool

soft shoal
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lol

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i set it to 8 and 8, which i believe is correct

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okay

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even having it set in the mod.usda file (without any adjustments) causes it to look that way

cobalt basalt
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yeah no luck

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for me it just looks the same as before, doesn't seem to care about the number of rows and cols in spritesheet

cobalt basalt
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looks sort of cool though

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fixing the npc's tintmasks seems pretty annoying.

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wonder if there will ever be support for writing your own shaders instead of just using the template ones in omniverse

cobalt basalt
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extracted all the textures and wrote a script to delete all non normal maps and had chainner convert all the normal maps to octahedral

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because it'll need to be done at some point

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would be interesting if there was a way to capture all the assets at once and reassign the textures all at once with some kind of batching

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on another note it seems like the terrain setting and baker in remix wont work because it only looks at terrains that are fixed function from what i can tell

soft shoal
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it's pretty impressive that it can do that

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i think if we removed normal maps from the game it may work better?

cobalt basalt
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in what way

soft shoal
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i dunno if you removed them or just extracted them

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from the .ba2 files

cobalt basalt
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yeah but why remove them

soft shoal
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they're conflicting with a lot of the geometry and effects

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flame effect for example

cobalt basalt
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looks like it doesnt understand the shader and sets the normal map as the diffuse

soft shoal
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the thing is, it works in interiors sometimes

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it's very odd

cobalt basalt
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works on some weapons

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im looking at the source but god knows

soft shoal
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interiors

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it's really bad

cobalt basalt
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it works fine when you switch out the usd. dunno why it doesn't use normal maps for legacy stuff

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at some point every single material in the game will have to be switched out anyway no?

soft shoal
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you can see in-game that there's 3, but in omniverse there's only one. same goes for the torches on the wall

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and replacing the texture doesn't work, as it just maps a flame texture to that weird geometry

cobalt basalt
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i wonder if the temporal instability is more so that the lights are just fucked

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or its culling lights when it shouldnt be

soft shoal
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there's some culling for sure that's contributing

astral vector
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are you still running into this error? if you have some steps to reproduce or some general information about what you are doing when it happens, it I can take a look at figuring out the root cause for you.

cobalt basalt
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interiors sometimes look pretty alright

astral vector
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that looks great!

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room maybe a bit too bright against the contrast of the candles, but otherwise really natual and nice

cobalt basalt
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everything there is at a roughness of 1 which is obviously wrong

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candles have no emissive

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perhaps more importantly everything to the right of that screenshot is totally broken lol

astral vector
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I see

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the shadow depth on that triangle corner looks good though

cobalt basalt
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yeah thats what i was looking at

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nice natural lighting there

astral vector
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for sure

cobalt basalt
# astral vector for sure

what i cant figure out is why the spritesheet rows and cols dont seem to have any effect from omniverse

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i guess its possible remix doesnt look at them at that param at all

astral vector
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is the layer data correct or being applied? im not very familiar with omniverse specifics, more fixing bugs in remix.

cobalt basalt
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is it possible that some particular part of the layer data isnt being applied?

cobalt basalt
astral vector
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yeah there could be a difference between what omniverse is capable of describing in the layer versus what remix is capable of applying to the scene

cobalt basalt
astral vector
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no I dont work for nvidia, I just look at the code, alot

soft shoal
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it saves it in the mod.usda file

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and it's a material, which does typically work in Remix

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so i think it's just an issue with Skyrim

cobalt basalt
cobalt basalt
cobalt basalt
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might use some weird shader

soft shoal
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it doesn't show up in my captures, so maybe

cobalt basalt
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i forget if thats called lod32 or what

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lod32 might be whats seen on the map

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is that black too?

soft shoal
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no

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the LOD textures that do work in the distance are the same ones used for the map

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then beyond that is the black textures

astral vector
glass igloo
cobalt basalt
astral vector
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multiple threads isn't really an issue if the entire threadstack is included in the callstack dump, which it should be (plus I will be debugging all child processes directly attached to the game, the debugger will handle thread creation tracking and assign a callstack to each). I have a pretty good workflow for debugging these issues across multiple games now. I'll see if I can make it crop up

cobalt basalt
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an idea is to regenerate terrain lod with xlodgen and see if it looks any different but i doubt it

soft shoal
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the textures that are black don't appear to be 3d geometry from what i've seen

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it looks like a 2d texture

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maybe we're experiencing different issues though

cobalt basalt
soft shoal
cobalt basalt
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same as the black terrain here?

soft shoal
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that's the image i just linked, yes

cobalt basalt
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woops discord didnt scroll all the way and scrolled to something else

soft shoal
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ah

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very annoying when that happens

cobalt basalt
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somehow i dont recall any distant terrain just being a flat image but i could be wrong

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unrelated but are glow maps approximately the same thing as emissive?

astral vector
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the way its applied seems to be through a opaque/non-opaque surface material or a ray portal surface internal via slang shader, but im no expert on any of that

cobalt basalt
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thanks

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weirdly enough with the candles its like it cycles through the spritesheet showing the 2x2 and then occasionally just a singular flame

astral vector
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is there any opacity in the spritesheet?

soft shoal
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the spritesheet does have transparency

cobalt basalt
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let me show what these look like for me

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though this has no normal maps or anything

soft shoal
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ah

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the conf i gave you has some stuff set as UI to enable flames and other basic effects to work

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however it doesn't actually render through Remix

cobalt basalt
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yeah set as UI it works fine but

soft shoal
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you need to deselect those to see how Remix is actually handling it

cobalt basalt
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this one wasnt tagged as anything anyhow

soft shoal
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other ones are set that override flames as well, at least in my game

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if you wanna try

cobalt basalt
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flames look relatively normal in my game actually

soft shoal
cobalt basalt
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must be ones you tagged as UI

soft shoal
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by selecting it as UI, it's just passing through the effects from the raster

cobalt basalt
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yeah i know

soft shoal
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mm i was unintentionally narrating to myself i think, lol

cobalt basalt
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would be nice to somehow set the sun to cast directional lighting

soft shoal
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i'm tired

astral vector
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could be a bug with how remix is handling triggering instancing of the animation, but the code is a bit too complex for my last braincell to look into tonight.
could it be there are multiple spritesheets for one candle?

soft shoal
cobalt basalt
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just one

astral vector
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hmm, yeah possible a bug then. I would test to see if other spritesheets exhibit a similar behaviour of flickering, which would lean closer to a animation instancing bug

soft shoal
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basically all of them do

cobalt basalt
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seems like they all do

astral vector
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interesting

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I would def ping mark sometime when he also has available braincells with that video to see if he knows whats up

cobalt basalt
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very unsure whats wrong with the grass as well

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might take a look tomorrow

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looks like bad indices to me

astral vector
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oh one last thing, do you have anti-culling disabled?

cobalt basalt
soft shoal
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another issue:

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meshes that are duplicated in a given scene only show up once in captures

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same scene in-game

cobalt basalt
astral vector
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it might be being garbage collected then if the culling is acting problematic ...

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in this case if anti-culling is disabled, garbage collection will remove the instance mid-animation

cobalt basalt
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that sounds plausbile

soft shoal
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doesn't fix it

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same for the captures

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well, it does help the flame animation in the hand:

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it at least tries to animate it

astral vector
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does it flicker less?

soft shoal
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not really, no

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it just added a different type of flickering

astral vector
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lol

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yeah, i'd lean on something to do with the culling plus some kind of removal of the animation instancing mid animation without fully knowing when the animation ends. one of those things is garbage collection, but it could be unrelated

cobalt basalt
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should make a doc with issues at some point

astral vector
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rtx.numFramesToKeepInstances

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interesting, wonder what happens if you increase that a bunch

soft shoal
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will try 100

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there's definitely some more animation going on

astral vector
soft shoal
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with the giant blue totems in the middle of the inn, it was totally unanimated before

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now it's doing something, even if it's white and orange squares

astral vector
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it would appear .... nvidia set this to 1 by default

soft shoal
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skyrim keeps crashing. i think my PC is upset

astral vector
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so if a sprite animation instance takes more than one frame to animate fully, by being set to, well, 1, I dont see how it can guarantee the animation instancing will complete if that would require more than one frame

cobalt basalt
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somehow i've only had a single crash

astral vector
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this crash is defo related to the instancing increase πŸ˜…

cobalt basalt
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but yes changing that setting does something

astral vector
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|rtx.numFramesToKeepBLAS|int|4||
|rtx.numFramesToKeepGeometryData|int|5||
|rtx.numFramesToKeepInstances|int|1||
|rtx.numFramesToKeepLights|int|100||
|rtx.numFramesToKeepMaterialTextures|int|5||
soft shoal
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setting ii to 20 is enough

astral vector
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relevant instancing options

soft shoal
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they go over it more here

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sadly these options have no description

cobalt basalt
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wonder what KeepBLAS refers to

soft shoal
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crashed again

cobalt basalt
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how do people have roles? what is the creator role?

soft shoal
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you can select them at the top of #welcome

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they don't really mean much of anything right now

astral vector
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I think to solve this it may require a careful combination of setting the allowed instance frames and max allowed global instance objects

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since the budget is 1000 I think, and the frames are going way up (now), which is going to keep more instances held in the cache for much longer

soft shoal
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i set it to 5

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it's flickering rapidly, but it's at least partially working

cobalt basalt
soft shoal
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yeah

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distant trees did the same thing, but i disabled that texture

astral vector
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well im off to bed, but im glad that issue seems to be figured out, sort of. I suppose its not really a bug and more of a issue with specific parameter tuning, which is to be expected when you have so many defaults (and something more games here are likely going to have to dig into once they get closer to completion). But I will say it is a bit of an odd choice to have numFramesToKeepInstances set to one by default regardless of culling selection, since the pipeline supports animated instances of spritesheets, which would likely render for a period that is greater than one frame, and could even be pre-empted because of a forced garbage collection, or something similar to that.

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hopefully I can play around with this game more this week and help yall track down some more fixes.

soft shoal
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goodnight, and thanks for the help

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i spent the last 15 minutes looking for the texture for the flames and i couldn't find it, so it's still not working quite right

soft shoal
cobalt basalt
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did the same thing

marble harbor
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Bottom Level Acceleration Structure

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Bounding boxes around objects basically

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Or whatever space partitioning stuff they do, idk, bvh (bounding volume hierarchy, like them boxes) is what people usually use for rat racing though

civic dragon
chilly crypt
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in the ini file in documents it has a grass shader option

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if 0 try 1

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etc

marble harbor
cobalt basalt
# cobalt basalt

@main oasis when you get a chance, i was wondering if you know whats going on with stuff marked as having multiple spritesheet rows and columns in omniverse not having any effect in remix, i.e., it either shows the entire spritesheet or it sometimes shows one part of it in between showing the entire spritehseet

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watbulb had some interesting ideas above too

main oasis
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Sorry, I don't have time to read through the full chat - could you repost the details?

cobalt basalt
astral vector
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[my thoughts] essentially, animation instancing supports animated spritesheets, but the default for the frametime of the lifetime of such objects would be one by default: numFramesToKeepInstances = 1

cobalt basalt
astral vector
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I suppose its not really a bug, but something to consider since most animated spritesheets will have a lifetime beyond a single frame

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unless I misunderstood the implementation (ie. each animated frame of a spritesheet has its own instance, but I dont think that is the case)

main oasis
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Could you post the USDA of the material and the actual spritesheet?

main oasis
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all of the spritesheets use the same global timer right now - if you want them at separate rates, you need separate materials with different fps rates. And you probalby need separate meshes to get the separate materials attached to them

cobalt basalt
main oasis
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that's normal.

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Also, what is the thing you're replacing? does it have a stable geometry hash?

cobalt basalt
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in omniverse it shows the entire spritesheet as well, for whatever reason

main oasis
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does it have the same hash across captures?

cobalt basalt
astral vector
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I think this video is more representative instead of the one with UI off: #1097563444137427056 message

main oasis
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move the flame texture to emissve mask map and see what happens

cobalt basalt
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it is categorized under the emissive i suppose

main oasis
cobalt basalt
cobalt basalt
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im not sure how skyrim does it by default

main oasis
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If the original textureis already a spritesheet, I would just replace it with a higher res spritesheet that has the same number of rows/columns, and avoid using the Remix sprite sheet properties

cobalt basalt
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and whether you use rows and columns or not

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but i will see what setting an emissive mask with rows and cols looks like

main oasis
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broken how?

cobalt basalt
main oasis
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Ah, then they're doing the animation using a shader, so you'll need to use Remix's spritesheet properties instead.

soft shoal
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not sure if it was mentioned yet, but the particle effects are also devoid of color most of the time

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solid gray

main oasis
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probably fully shader based :/

soft shoal
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😦

cobalt basalt
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i removed its albedo so im not sure why it still has one

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on some frames

main oasis
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pls post your spritesheet texture

astral vector
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@main oasis this might be unrelated to the above discussion, but if animated instances of spritesheets have a lifetime of multiple frames per cycle of the animation, but remix decides to only keep those animated instances for a single frame (numFramesToKeepInstances), would this impact the animation in a undesirable way?

main oasis
astral vector
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ah okay, that makes more sense

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I suppose there could also be forced GC, but I remember seeing some code that looks to see if its animating first

main oasis
cobalt basalt
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anti-culling in skyrim in general also doesn't work at all

main oasis
cobalt basalt
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it does seem like its cycling between two or more materials

main oasis
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gonna have to focus on work now, sorry I couldn't be more help. I'm not sure what's going on with the emissive blend override up above, or why it sometimes greys out. Maybe check out how the fire spritesheets in Portal are set up?

cobalt basalt
soft shoal
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that's great progress though

cobalt basalt
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of course opacity is broken because it wants us to use emissive to display spritesheets

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you can get smoke to show only a single particle but it expects an fps with spritesheet, whereas in skyrim im pretty sure smoke is sampled from the spritesheet and that single particle keeps that texture for its entire lifetime

soft shoal
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yeah, that's how it seems to work

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single particle with rotation applied

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we may have to split the particles into separate frames and apply them manually?

cobalt basalt
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ah yes water

soft shoal
cobalt basalt
# soft shoal how? looks great

you can replace the water material in omniverse. doesnt solve the issue with it randomly choosing not to be rendered though

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remix works with the translucent aperture material

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that has transmittance and stuff

soft shoal
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wow, nice

cobalt basalt
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looks vaguely water-like from some angles

soft shoal
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yeah

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it's pretty decent

cobalt basalt
# soft shoal yeah

does remix only support the 4 materials that are captured? or can you use any from omniverse's library?

soft shoal
soft shoal
cobalt basalt
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the only water texture skyrim has is a normal which i just made into an octahedral one

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for some reason that one isnt labeled _n

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well theres overlays and stuff too

soft shoal
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the materials are what you an replace for new textures actually (iirc), so you can use any i think

marble harbor
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Does the overlay allow adding lights?

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Does it see the sun texture or whatever?

cobalt basalt
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i dont know that the sun is an object that can be captured

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theres a sun texture in the sky but i dont think it casts light and i dont think the sun light maps 1:1 to sun position

marble harbor
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So the texture is in the sky? Then it should be enough

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If the tool allows just assigning a directional light to objects

cobalt basalt
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right now adding objects to the scene in general doesnt seem to work

marble harbor
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If the sun is in a normal place in the sky then remix does see it's quad

cobalt basalt
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it does capture its texture

soft shoal
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it messes a lot of things up

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i tried multiple times

marble harbor
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F

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How does it look like when it gets messed up?

soft shoal
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the mesh just disappears entirely

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so no light and now you're also missing the original object πŸ˜›

marble harbor
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😩

soft shoal
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#1097563444137427056 message

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this here explains the issue

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meshes are not captured properly it seems

marble harbor
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mark the sun texture as emissive and crank it up to 11 million

soft shoal
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lol

marble harbor
cobalt basalt
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it seems like any time you create a material it gets added to the world node and then i dont know how to apply it to the object properly

soft shoal
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don't modify instances or the mesh. you need to modify the material

cobalt basalt
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not sure how to modify an existing material's material graph

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the graph lets you do quite a lot

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could rewrite lots of stuff as mdl

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though i dont know if remix supports all mdls..

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actually i can open them

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lets see if i can write my own instead of using the aperture ones that get captured

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the material graph is a bit arcane to me

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how do i even delete a node or link without doing it in the layer?

chilly crypt
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how did you get it going?

cobalt basalt
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still disappears at certain camera angles or if you get too close though

cobalt basalt
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@astral vector any ideas on the difficulty of forking dxvk remix and adding support for other shaders? theres no way around having stuff that needs a worldspace normal map or npc faces that require object space normal maps

astral vector
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Heh, I already have a big fork where I’m adding shader support to dxgi and direct x 11 titles. But difficulty … I mean huge. I spend hours just bisecting changes from upstream before getting any real work done

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Now I do have some suggestions and tricks

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Well first which shader model are these using?

cobalt basalt
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can you link your repo?

astral vector
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The SWVP support in remix should handle damn near any instance of a SM1 or most SM2 vertex or pixel shader unless it’s using some very odd intrinsic or instructions, or point lists

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There is a lot of code I’ve been working on that I still haven’t upstreamed there yet, I’ve been too busy with work and some of it I’m not ready to share yet

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I mostly stopped working on it for the last couple weeks because their implementation is so scatterbrained, they add and remove massive surfaces so often I can’t keep up

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as for capturing data from shaders that is running in a warp on the GPU without using a bidirectional CPU backed buffer and nuking all the perf, I could explain how I’m going about doing that, but it’s a bible to explain.

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Certain stuff just can be translated though, like compute shaders that emit vertex and pixel information to other shaders in any straightforward manner that I can think of right now. So most of my stuff is focusing on single replacements of very specific things, in very specific games, like lighting (from specific sources)

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As for your question about adding support for specific things in shaders in d3d9, a lot of that code has standardized at this point in the SWVP pipeline, it really depends what you want to do specifically

cobalt basalt
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what does SWVP stand for?

astral vector
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I spent three weeks that I had PTO for reading it

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Software vertex and pixel shader emulation

cobalt basalt
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need to figure out a logical way to go through it and get an idea of whats going on

astral vector
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What is it you want to do?

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I can help point you in the right directions

cobalt basalt
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these four

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perhaps a reasonable one is to fix the fact that spritesheets are tied to emissive

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when they shouldn't be

astral vector
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Ah! Then that should be easier to grok then the SWVP side of things since these shader things are interpreted from the RTX scene renderer standpoint I think using slang shaders

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I’m def less familiar with the scene rendering side of things

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I’m on mobile right now but I can take a more informed look in a little bit

cobalt basalt
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swvp emulation is JIT?

astral vector
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And yeah that makes sense, im not sure why it purely needs to be an emissive tbh

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It depends, it’s been awhile since I last looked but there are two types of SWVP afaik, D3D9 itself supports SWVP in the driver, which may do some kind of JIT, and then you have what remix does which builds upon that by recompiling certain shaders when they hit the API to swizzle / intercept things

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But all that stuff is happening before it gets pushed into the scene I think. They swizzle that stuff so they can capture it into the scene from outside the context of the GPU (so into the scene in memory accessible by the CPU)

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Before I say something wrong I should refresh my memory on how it all works, it’s been awhile since I’ve looked as I’ve been working on unrelated things

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But in your case, I think you can probably avoid anything to do with SWVP if what you are wanting to modify is still accessible, it just may be you need to modify how the USD scene renderer uses it’s own slang shaders to support that non-emissive stuff for your spritesheets. Those shaders are SPIRV running in Vulkan context

cobalt basalt
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i dont know anything about spir-v

astral vector
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It’s just a instruction format for shaders on modern gpus

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You don’t need to knows about how it works really, just how the scene renderer uses slang in the code you pointed out

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Slang is a helper compiler and API for DXIL and SPIRV shaders, which can then run on vulkan, d3d11 or d3d12. Or rather it is it’s own shading language that turns itself into IR for DXIL / SPIRV instructions

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I think what you want to do should be possible in the code you pointed out. I need to grab a coffee then I can start making sense of it more

cobalt basalt
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doing some reading

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i need to find a high level explanation of how exactly remix works

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or like a uml diagram or something

astral vector
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Heh, I think you will have a pretty hard time since there are so many working pieces. I could explain it in a voice message if you want

cobalt basalt
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half of what you're saying is going right past me unfortunately

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my limited knowledge of dx11 is not helping much

astral vector
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I’ll make a voice message while I’m walking to the coffee shop πŸ˜…

main oasis
cobalt basalt
astral vector
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@cobalt basalt I dm'd you a voice message

cobalt basalt
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an interesting idea is to try remix on the very oldest build of skyrim that can be found

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going to see what happens with the 11/11/11 build

main oasis
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we may wind up doing something so that non-portal games can replace the portal shader with some other shader. dunno yet, as we're more focused on compatibility than expanding those

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If you do need particular shader features, please do put in github feature requests

cobalt basalt
main oasis
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yeah... not surprising, but it is disappointing. Might be possible to mod the engine to make those more stable though

cobalt basalt
main oasis
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Well first you need to figure out what's actually unstable, then you need to see if there's a way to make it stable

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something in the data the game is feeding to remix is changing every frame

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maybe it's pre-transforming the meshes, so we get different vertex positions every frame? if so, see if that can be changed to apply the transform on the GPU

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stuff like that

cobalt basalt
soft shoal
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unfortunately i haven't seen exactly what's causing it, and i'm not sure how to pinpoint the cause either

main oasis
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posted this earlier: #general-remix message

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relevant to the topic

soft shoal
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yeah, i followed it as closely as possible. sadly no progress. maybe @cobalt basalt can though

cobalt basalt
soft shoal
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i swear i had linked it here, guess not. oops

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i did, but it's possible i used it wrong

cobalt basalt
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what did you do with it?

soft shoal
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i very likely did use it wrong

cobalt basalt
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what did you remove?

soft shoal
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@main oasis could you please provide an example of how this should be used?

soft shoal
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it just made things worse unfortunately, so i may have been focusing on the wrong stuff

cobalt basalt
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vertices would be my first try

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positions

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i mean

main oasis
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positions,indices,geometrydescriptor is the default for geometry hashes.

If you use indices,geometrydescriptor and suddenly it's stable, that means the vertex positions are the source of the instability

#

of course, then you may also have a lot of different meshes that now share the same geo hash - which is a problem if you try to do replacements. So maybe try adding some of the other possibilities, like the ones in rtx.geometryGenerationHashRuleString

soft shoal
#

thank you

main oasis
cobalt basalt
#

i was under the impression that all vertex transformations in skyrim happen in the shader

main oasis
main oasis
cobalt basalt
soft shoal
#

that's so much better

#

wow

#

is anything broken?

cobalt basalt
soft shoal
#

that's great then

#

i wonder why it broke for me

#

maybe weather dependent?

cobalt basalt
#

but some hashes do still change randomly

soft shoal
#

yeah, but that's stable enough that i think we can do a lot with it

cobalt basalt
#

im wondering if the hash is different for the same object at different distances

#

seems like thats the case yeah

#

but like an object 1m away vs 5m away vs 10m away has a different hash

main oasis
#

that's probably mip levels changing

#

or some mesh LOD system

cobalt basalt
#

it seems like everything does have a stable hash, even the broken grass and so on

main oasis
#

Try taking a capture?

cobalt basalt
#

so you only get a single instance of anything

main oasis
#

huh... but they appear when rendering?

cobalt basalt
main oasis
cobalt basalt
#

probably somehow related to the issue of not being able to place anything in the scene at all

#

as well

main oasis
#

are the all named inst_HASH_0?

cobalt basalt
#

this sconce is _3 for some reason

#

_2 and _1 and _0 exist too but i dont see them in the scene

#

well

#

wait

#

selecting the other instances just selects the only visible one

#

they all get stacked

#

every object with the same hash is put in the same position

soft shoal
#

i tried that

#

weird

#

maybe the more stable geometry hashes partially fixed that?

cobalt basalt
#

heres all four that were visible in my game

soft shoal
#

how about assigning a light? previously the mesh would just vanish from existance

soft shoal
#

😦

#

can you send your latest rtx.conf please?

cobalt basalt
soft shoal
#

wow

#

with the fix posted above, the flame textures are no longer flickering

cobalt basalt
#

which flame textures

soft shoal
cobalt basalt
#

what does it look like for you

soft shoal
#

torches are still not correct, but that's a huge step in the right direction

#

@astral vector

cobalt basalt
#

is that your rtx conf or mine?

soft shoal
#

yours, with the fix mark suggested

cobalt basalt
#

i havent been in the interiors lately

soft shoal
#

but it works on mine too

#

i disabled the UI textures i marked for the interiors before

#

yours still had it enabled though

soft shoal
cobalt basalt
#

what did the flame textures look like before

cobalt basalt
#

im not sure why they arent flickering anymore

soft shoal
#

the stable geometry hashes

#

makes a lot of sense

#

it was messing up a lot of stuff

cobalt basalt
#

were your hashes unstable before as well

soft shoal
#

yes

#

mark's fix worked near perfectly. this is such a huge improvement

cobalt basalt
#

npc faces and necks dont have stable hashes

#

they stay constant until you get close

#

then they flash like crazy

#

thats the only one im seeing so far

soft shoal
#

yeah, same here

main oasis
soft shoal
#

huh. i did on the first one but totally forgot after

#

oops

cobalt basalt
soft shoal
#

will do

#

skyrim keeps crashing so it's taking a bit

cobalt basalt
soft shoal
#

any time i alt tab for more than a minute

#

yay

#

it works

cobalt basalt
#

oh wow

#

ss?

soft shoal
#

well, kind of. i set a sphere light on a bench, but it's attached to my character

astral vector
# soft shoal

nice, what fixed that? I assumed the hashes were stable in the first place, but yeah that would certainly do it

cobalt basalt
#

if lights work it might be viable to remove all the fake glows many lights have

#

many of them are very buggy as well

soft shoal
#

that's a disk light up on the chandelier-like thing

#

now, it's definitely a bit buggy. this is how it looks after disabling it

#

i think that may be my fault though

astral vector
soft shoal
#

pretty sure it's off by default

cobalt basalt
#

that cant be true

soft shoal
#

oh

cobalt basalt
#

how would it generate a hash

soft shoal
#

positions,indices,geometrydescriptor is the default for geometry hashes.

cobalt basalt
#

it must be something else that prevents the flickering now

soft shoal
#

the only change was the setting Mark gave us

#

and it fixed it for me

astral vector
#

hmm yeah if thats the default rule string it should be making the hashes change either way

#

did yall change the contents of the spritesheet?

soft shoal
#

#1097563444137427056 message

#

just refer to mark's messages for solid info

#

and i didn't

astral vector
#

I wonder if the default description says that but the default value is set otherwise in some codepath πŸ€”

#

sounds like a mystery

cobalt basalt
#

where is the perserveOriginalDrawCall setting kim?

#

well we can test it by getting rid of that line again and seeing if its unstable

soft shoal
#

that's only for placing lights

cobalt basalt
soft shoal
#

not related to the flickering issue with flames

#

and you have to add it manually to the mod.usda file

#

#1096847508002590760 message

#

interestingly this only works from certain angles

#

skyrim crashed again before i could try the anti culling light setting

cobalt basalt
#

interestingly my omniverse is what keeps crashing

soft shoal
#

lol

#

guess we're pushing something

cobalt basalt
#

i had that once as well but a while ago seemingly at random after i killed a wolf

soft shoal
#

revenge i guess πŸ˜›

soft shoal
astral vector
# soft shoal

def a programming error in skyrim, probably some untested legacy code

#

I haven't went through the steps to get this thing running yet, but it has to use a compatibility mode, right?

cobalt basalt
#

cant get the light to show up in game for whatever reason even with the preserve originaldrawcall setting

astral vector
#

I also notcied that WARP is being forced in the dx driver panel, please dont do that if you can: #1097563444137427056 message
thats for software reference rendering mode which is surely to be very painful and horribly buggy with what you guys are doing

soft shoal
#

runs natively

astral vector
#

oh neat

soft shoal
#

that's a very old post, not what we're using

#

it's the latest pin in the channel

astral vector
#

cool, I was just looking at the pins

cobalt basalt
#

no dx driver changes for me at all

soft shoal
cobalt basalt
#

the mesh?

soft shoal
#

yes

cobalt basalt
#

ah

soft shoal
#

specifically the mesh without any _[number]

#

#1108266959763685458 message

#

this tutorial covers it nicely, however it misses the step for modifying the usda file with that line

#

the light is following the player again...

#

same issue i had in Barnyard

cobalt basalt
#

could be related to the issue with stuff in the capture having bad position

#

all instances are placed in the same spot

soft shoal
#

@main oasis i'm really sorry for pinging you so often, but do you have any idea why this is happening? it's happened across 3 games for me now. i wouldn't doubt it if it's something i'm doing, however it's worth noting that all 3 games were also shader heavy

(also riding on this ping, this line is what appears to improve Geometry Hash stability in games with shaders: rtx.geometryGenerationHashRuleString = positions, indices, geometrydescriptor. I tested it on 4 games now with great results. Flatout, Flatout 2, Skyrim, and Barnyard)

cobalt basalt
#

lights position is set relative to camera position instead of world pos maybe

soft shoal
#

that's possible

#

it's just odd that i've had it happen in multiple games now

cobalt basalt
#

oh god why does that record music

soft shoal
#

at least yours looks dramatic and somewhat cool, lol

#

what are you using to record?

cobalt basalt
#

the built in nvidia one

soft shoal
#

ah

#

i've been using gamebar for some reason

cobalt basalt
#

interestingly you cant disable it even if you disable enhanced assets

mortal lava
#

Gah damn

mortal lava
cobalt basalt
mortal lava
#

Actually do you have lights anti culling on?

soft shoal
#

you just need to spin the camera to clear it

cobalt basalt
#

maybe anti culling but i cant check now because it crashed

mortal lava
#

Bleh

soft shoal
#

it's very odd. it's almost like permanent ghosting as long as it's on screen

mortal lava
#

How did you guys get the hashes to be stable

#

I want to try that in stalker

soft shoal
#

#1097563444137427056 message

#

per Mark's suggestion in #general-remix

#

hang on

#

#general-remix message

#

@cobalt basalt can you please walk me through how you set the material for the water texture?

cobalt basalt
#

so get a capture near the water

#

select the water model in omniverse

#

and click its material in the bottom right

#

select its shader

#

click browse here

#

and choose the translucent one

soft shoal
#

ohh i selected opacity. lol

#

thank you!

cobalt basalt
#

i had transmittance at around 2.5

#

with a very very very slightly blue color

#

thats in octahedral

soft shoal
#

yeah, i got the other one and it's pretty bad

cobalt basalt
#

would be better if you could change scale

#

otherwise you could change the object's uv's instead to increase tiling

#

but i cant think of a convenient way to do that for all the water in the game

soft shoal
#

right

#

flatout also needs scaling

#

it may be there and we're just missing it

cobalt basalt
#

maybe you can set it manually in the mdl

cobalt basalt
#

its doable in mdl but remix wont use anything that isnt either its opaque, translucent, or portal shader

#

opacity and translucent work but they arent 1:1 according to nv_mark

soft shoal
#

looks pretty nice

#

i had to set transmittance to 100 though, lol

#

alright

#

now who wants to make an anti-culling patch for skyrim? πŸ˜›

vast karma
#

Remix supports it though

#

Unless we get the same treatment as FNV

soft shoal
#

remix's anti culling is very broken unfortunately

#

especially in skyrim

#

dyndolod allows you to generate occlusion ESPs. maybe we could modify it to just not occlude anything

soft shoal
#

ading onto the earlier issue, lights are spawned on the player character, even with another mesh selected

#

wow

#

rtx.geometryGenerationHashRuleString = positions, indices, geometrydescriptor
this line is the main one improving geometry hash stability

#

it's worked on 4 games so far that had very unstable hashes

astral vector
#

Im confused, then that must not be the default, contrary to the docs

soft shoal
#

i was confused at first too

#

this isn't the line Mark originally mentioned. he mentioned rtx.geometryAssetHashRuleString, which has the defaults of positions,indices,geometrydescriptor

#

rather this is rtx.geometryGenerationHashRuleString, which has defaults of positions,indices,texcoords,geometrydescriptor,vertexlayout,vertexshader

#

he suggested this line later on in the discussion, i totally missed it

astral vector
#

Oh I see

soft shoal
#

this has now fixed Barnyard, Flatout 1 and 2, and Skyrim of course

astral vector
#

Even more confusing is why they aren’t doing that by default … in the other case you mentioned

soft shoal
#

well, i think it makes sense to have all of the defaults they mentioned

#

Defines which asset hashes we need to generate via the geometry processing engine.

astral vector
#

Would it not be important to capture hashes for everything that is being processed?

soft shoal
#

in most cases i can see it being beneficial, at least if i understand it properly

#

what we're doing is cutting it down to only: positions,indices,geometrydescriptor

#

i'm guessing this eliminates extra processing that was causing the unstable hashes?

#

sorry if i'm not being clear enough

#

we're using: rtx.geometryGenerationHashRuleString = positions,indices,geometrydescriptor

defaults are: rtx.geometryGenerationHashRuleString = positions,indices,texcoords,geometrydescriptor,vertexlayout,vertexshader

astral vector
#

I see now, it makes sense, just was confused about the same options but with different variable names

soft shoal
#

yeah, same here. i just figured it out 20 minutes ago, lol

#

bad had it figured out in their rtx.conf, i just copied πŸ˜›

#

i'm so glad this works though

astral vector
#

It would be cool if the UI could tell you if the hashes for which selected arguments are changing very frequently without camera movement or something. Easier for people to figure out that hash stability is a problem.

#

But yeah thats sweet

cold tartan
ashen sonnet
#

So it’s incredible that you guys got it to work with Skyrim LE, but does it work with a shit ton mods?

#

I’ve also noticed that Rtx remix doesn’t recognize or see the light sources in the videos uploaded on YouTube. I wonder if mods fix that

main oasis
# soft shoal <@617500777191047168> i'm really sorry for pinging you so often, but do you have...

So, messing with rtx.geometryGenerationHashRuleString does very different things from rtx.geometryAssetHashRuleString.

rtx.geometryAssetHashRuleString - this is the hash used for captures, and for specifying replacements
rtx.geometryGenerationHashRuleString - this is the hash used for identifying which draw calls can re-use the same data when rendering. When 2 draw calls map to the same hash in this rule, there may well be visual artifacts - like they'll both use the same texcoords.

#

I'd recommend being very careful about what you remove from rtx.geometryGenerationHashRuleString - you want as much in here as you can have while still having stable hashes. So rather than just blanket reducing it to positions,indices,geometrydescriptor, You should start with positions,indices,texcoords,geometrydescriptor,vertexlayout,vertexshader and remove one thing at a time.

#

see if there's just a single component causing the instability, and assess whether its safe to go without that single component.

main oasis
# soft shoal

If meshes are being positioned by a vertex shader, they may not be applying transforms normally - and the light is attached to the transform the draw call uses.

#

That could also be why the captured instances are all using a single position.

#

so at run time, the mesh that the replacement light is anchored to may have a transform that is static relative to the player, but the actual geometry gets repositioned by the vertex shader.

main oasis
cold tartan
#

That makes sense

glass igloo
#

pretty much i dont know what im doing. Im just toggling stuff until things work

#

or i crash

main oasis
# astral vector It would be cool if the UI could tell you if the hashes for _which_ selected arg...

https://github.com/NVIDIAGameWorks/dxvk-remix/blob/b0043c5c9303ee1fabc2dbb03518731d3d966dea/src/dxvk/rtx_render/rtx_debug_view.cpp#L201
This is where the debug views are defined. Right now it just uses the overall geometryHash, but you could feasibly set it up to display any of the component hashes instead...

Setting the actual hash to be drawn is done here:
https://github.com/NVIDIAGameWorks/dxvk-remix/blob/main/src/dxvk/rtx_render/rtx_instance_manager.cpp#LL853C9-L853C122
So we could change that line to get a hash component instead, when the geometryhash debug view is active... Probably simple enough to be a good open source contribution, if any of yall are up for it.

In the mean time, you can just experiment with removing different things from the hash rule to see what works.

GitHub

Contribute to NVIDIAGameWorks/dxvk-remix development by creating an account on GitHub.

GitHub

Contribute to NVIDIAGameWorks/dxvk-remix development by creating an account on GitHub.

#

note that the debug view is showing the rtx.geometryGenerationHashRuleString, not the actual replacement hash... which is the opposite of what I thought it was doing.

soft shoal
soft shoal
astral vector
#

I’ll take a deeper look at the code today after work, but yeah I would definitely be up for hacking on something if it’s a useful contribution. I might have some questions about UI decisions but I will ask about that when I get there

soft shoal
main oasis
soft shoal
#

by the way, the one string in rtx.geometryGenerationHashRuleString that seems to be responsible for the issues across games is vertexshader. i'm definitely going to be doing more testing with this. i'm just very glad that there's a potential solution now

main oasis
#

Hmm, I wonder if that means it's using a different shader, or just that the arguments to the vertexshader are changing... I don't know how that hash actually works

cold tartan
#

I wonder if that will fix spore also

#

Can't test it rn though :/

soft shoal
#

only vertexshader needs to be removed

cobalt basalt
#

oh i see i didnt realize nv mark was suggesting modifying the assethashrule instead of the generation rule. i thought the issue was with the generation rule in the first place so i tried a bunch of combinations with it

#

accidentally stumbled into the solution? or if they are still unstable after removing just the vertex shader from the hashing, at least we know thats probably the issue

soft shoal
#

well, whatever happened, it worked out πŸ˜›

#

now we have a solution for multiple games

#

most realistic water

#

looks okay

#

also, setting the FOV to 160, then back to 80 or 90 prevents the distant culling issues

#

@cobalt basalt also i verified that the black mountains are indeed 3d geometry

#

this is how it looks vanilla (you can just pause the game, then open the console and type tm)

#

windhelm has a lot of z fighting

cobalt basalt
#

wow some good finds here

#

i wonder why setting fov up and then back down works

#

so the distant mountains have their textures, are they getting captured?

#

its a shame everything in skyrim is sm3

#

theres some stuff in the inis that suggest things might have been sm 2 on earlier pre release builds

#

ie grass has an option to set it to sm3, but STEP says that setting does nothing

#

because the entire game is on sm3

cobalt basalt
#

we should keep a doc with potential bugs and submit them as issues to github at some point

soft shoal
cobalt basalt
#

because we're going to end up forgetting stuff and searching through this channel is inefficient

soft shoal
cobalt basalt
#

i mean if you do a capture does the mountain show up in omniverse and is its texture in the textures folder

soft shoal
#

ah

#

i'll try that soon

#

@cobalt basalt they're all textured

cobalt basalt
#

will look at this more in a bit

soft shoal
#

oh, i forgot to note

#

if you turn the camera in Skyrim enough, you can see the black overlay on distant geometry start to vanish

#

so i think it's an issue with an effect

mortal lava
#

I mean it would look like an actual sun lol

soft shoal
#

we can't add any additional lights to meshes if that's what you're referring to

main oasis
#

Question - did stabilizing the geometry hash by simplifying the rule actually fix any problems, or did it just make the debug view more stable?

soft shoal
#

in Barnyard, it appears to have actually improved compatibility with captures and omniverse. it also fixed a motion blur bug when moving

#

however in Skyrim, i didn't see any differences

main oasis
#

wasn't there somethign about the candle flame stabilizing? or was that unrelated

soft shoal
#

oh yes, i'm sorry. that was fixed with this addition

#

it no longer flashes as white squares, and instead plays the full animation properly

cobalt basalt
soft shoal
cobalt basalt
#

had some interesting shower thoughts regarding lights i'll try out in a sec

cobalt basalt
marble harbor
#

Something weird going on with contrast

cobalt basalt
#

the weirdness is that the distant light intensity is set to 50000

marble harbor
#

The image is washed out overall, but then sky occluded shadows are all like pure black

#

Not really the weirdness i'm refering to

#

Talking about the discrepancy between the very bright sun/sky and then very weak bounce light that looks like it gets killed after like 1 bounce

#

Or none at all

#

And any semblence of filling in gi is just the sky dome contribution

cobalt basalt
#

yes well 90% of the renderer is broken right now

marble harbor
#

Which all undersides of roof don't see

#

Althpough here on the char bounce is working at least

cobalt basalt
#

for whatever reason the game isnt considering the distant light i added in omniverse to be direct light contribution

#

unless im misunderstanding what direct light contribution is

marble harbor
#

Direct light? Or directional light?

#

Direct light is just light straight from a light source hitting the surface without bouncing first from anything to get there

#

Directional light is sun

#

Light that's got rays all coming in the same direction

cobalt basalt
#

neither of those exist in omniverse

#

omniverse has distant lights which = directional lights from what i can tell

marble harbor
#

So it does have it just under different name?

cobalt basalt
#

right

marble harbor
#

Maybe like a more panoramic shot from higher up looking down on the ground would be a better showcase of the lighting over a larger area

cobalt basalt
#

well the issue is the only light omniverse captures so far is the sky dome, so the only way i can add a distant light right now is to attach it to a mesh because we cant place new objects either

#

it cant be attached to the actual sun because the sun is made up of 2 triangles that are generated dynamically at runtime afaik

marble harbor
#

The last 2 shots look pretty directional to me

#

Bit softer than sun, more like a sun peeking through a thin cloud

#

An aerial shot would be a better tell like i said

cobalt basalt
marble harbor
#

Got no rat racing card for that

cobalt basalt
soft shoal
#

what did you do?

cobalt basalt
#

sun

#

but its broken for the same reason the other lights are, i.e., their transform isnt stable

soft shoal
#

ah, yeah 😦

cobalt basalt
#

i wonder what remix's process for identifying lights actually is

#

time to look through the source i suppose

astral vector
#

There’s a fixed function call in D3D9 to just literally AddLight or LightEnable, that could be one way

#

Otherwise I’m not really sure how they would do it from a shader perspective, might be possible πŸ€·β€β™‚οΈ

astral vector
#

I’d look into the codebase for the light manager in the scene renderer, answers probably in there somewhere or that code path

#

Check the comment at the top of that file

#

They use heuristics

cobalt basalt
#

seems like it can only detect lights if its one of the fixed function d3d light types

#

im trying to think whether or not its even possible to reconstruct lights when they are shader based

astral vector
#

Unless it has some sort of context about what a shader is specifically used for, maybe, but I think all the SWVP stuff just works in a generic way. Best bet would be to get the source for the shaders the game uses and/or decompile them all to try and understand them from there.

soft shoal
#

@proper perch do you have any idea if the xNVSE mod you did is possible in SKSE?

#

we really need that + anti-culling, but i don't want to waste time looking for someone to write it if it's not even possible

proper perch
#

Might be, though I know the skyrim parts in tesr are a bit more neglected than the oblivion and new vegas ones

soft shoal
#

tesr?

proper perch
#

TESReloaded

soft shoal
#

ah

proper perch
#

busy but I'll give it a shot later tonight or tomorrow

#

... I think I own LE, unsure.

soft shoal
#

that'd be amazing, thank you

cobalt basalt
soft shoal
#

passing through light sources from the game, so we don't have to manually place them in each scene @cobalt basalt

#

at least from my understanding

cobalt basalt
#

for new vegas?

soft shoal
#

ya

#

it's really impressive

#

i had no idea this was even possible before he did it

cobalt basalt
#

does disabling the game's culling let remix do its own culling? or is there no culling at all now

soft shoal
#

there would be no culling from my understanding

#

this would drastically increase CPU requirements, as the game engine has to load the entire map

#

that's the problem they're running into with NV now from my understanding

cobalt basalt
#

is NV a fixed function game

soft shoal
#

no, it relies on Shaders as well

cobalt basalt
#

or is it creating the fake d3d lights to make remix think those lights are there

soft shoal
#

runs on the game engine as Skyrim if that wasn't clear

#

afaik it takes the light sources from the engine, converts them into a format Remix can recognize (with the colors and brightness settings as well), then sends them to Remix as valid light sources

cobalt basalt
#

clever. the lights should be doable with skyrim as well

soft shoal
#

it's not possible in FO3 because FOSE doesn't really support this

#

so i hope SKSE does

#

it'd make this look significantly better

#

i'm wondering if it'll also work around the issue we have with lights being attached to the player camera

cobalt basalt
#

i'm inclined to say it would

soft shoal
#

i hope it goes somewhere

soft shoal
soft shoal
#

i'm unsure

#

i looked in the post history for the server but didn't find anything for NV specifically. i did for some other games though

cobalt basalt
#

ie all on top of each other

soft shoal
#

i'll update it in a few

soft shoal
proper perch
soft shoal
#

ah, that sucks

#

are lights also stuck to the player or the player camera?

#

like this

#

in that scene, the light is attached to the chandelier mesh, but it moves with the player

proper perch
#

oh, yeah I've also experienced some oddities like that but they usually seem to go away quickly

soft shoal
#

interesting

#

it's permanent here. it also happens in Barnyard and a few other games

covert pawn
cobalt basalt
#

@proper perch tesreloaded for nv has

class NiDirectionalLight : public NiLight {
public:
    NiPoint3        direction;            // F0
};
``` for directional lights but skyrim only has point lights. any idea whats going on there? also no hook for rendershadowmap 😦
proper perch
#

yeah noticed no hook, tried looking in IDA but didn't find a similar function

cobalt basalt
#

neither can i

cobalt basalt
proper perch
#

I'm not the one to ask about that, I know next to nothing about bethesda's hacked up engine

cobalt basalt
#

perhaps worth looking at what commonlibsse-ng has reversed for sse

valid elbow
#

someone made enbseries and remix work?

cobalt basalt
#

no and im not sure what the purpose of that would be

valid elbow
#

add dof or clouds

#

wather

polar shore
#

All of those are things that Remix will eventually be able to do. People can already adjust water to a degree, and once the tool set releases I am sure folks will be able to add clouds as well. Depth of Field could probably be added as well as there are already a few post processing effects within Remix.

soft shoal
#

for anyone wondering: Skyrim development is kind of on hold until we have an SKSE plugin that can mitigate culling and pass through lights, and until things become more stable with newer Remix releases

modern field
#

Hmm, might need to recruit a xSE plugin dev, perhaps doodlzoid, they seem to try to get a lot of Nvidia stuff working with Skyrim, but on the otherhand, I don't know if they do original skyrim skse plugins.

soft shoal
#

i'm not familiar at all with the Skyrim modding community honestly. if anyone can help with finding someone to do this mod, that'd be great

covert pawn
soft shoal
#

yes, there's a setting called "capture normals from shader". this doesn't work correctly in my experience though

covert pawn
#

I think that option is for geometry normals , like the rocks in skyrim being very dark on the side with it enabled(deselect normals from shader, disable capture vertices from shader and reenable just vert.from shader).
Or agent47 previously diamond head smoother with normals from shader
Dont think has anything to do with Normal maps. Not sure though.

cobalt basalt
#

and no im quite sure capture normals refers to vertex or face normals

covert pawn
#

Normal maps having specular effect from the light from remix(without adding them specificaly through omniverse or whatever other ways there are)

cobalt basalt
#

or maybe if you compute tangents or bitangents or something it can capture that. not sure

covert pawn
#

@cobalt basalt Me neither, till now.Thats why i was asking.Wasnt looking for et, just caught my eye.

cobalt basalt
covert pawn
#

@cobalt basalt No, Just emissive light selected from Worldspace UI

cobalt basalt
#

its definitely possible to create d3d9 fixed function lights for LE, but i don't know what the right place to do it would be:
when lights are set for the render pass:

void BSRenderPass::SetLights(uint8_t NumLights, BSLight **SceneLights)
{
    AssertMsg(NumLights <= MaxLightInArrayC, "MaxLightInArrayC is too small");

    m_NumLights = NumLights;

    for (uint32_t i = 0; i < MaxLightInArrayC; i++)
        m_SceneLights[i] = nullptr;

    for (uint32_t i = 0; i < NumLights; i++)
        m_SceneLights[i] = SceneLights[i];
}

or when light information would be fed into the constant buffer (?)

void BSLightingShader::GeometrySetupConstantDirectionalLight(const BSGraphics::PixelCGroup& PixelCG, const BSRenderPass *Pass, XMMATRIX& InvWorld, Space RenderSpace)
{
    BSLight *bsLight = Pass->QLights()[0];
    NiDirectionalLight *sunDirectionalLight = static_cast<NiDirectionalLight *>(bsLight->GetLight());

    float v12 = *(float *)(qword_1431F5810 + 224) * sunDirectionalLight->GetDimmer();

    XMFLOAT3& dirLightColor = PixelCG.ParamPS<XMFLOAT3, 4>();        // PS: p4 float3 DirLightColor
    XMFLOAT3& dirLightDirection = PixelCG.ParamPS<XMFLOAT3, 3>();    // PS: p3 float3 DirLightDirection

    dirLightColor.x = v12 * sunDirectionalLight->GetDiffuseColor().r;
    dirLightColor.y = v12 * sunDirectionalLight->GetDiffuseColor().g;
    dirLightColor.z = v12 * sunDirectionalLight->GetDiffuseColor().b;

    XMVECTOR lightDir = XMVectorNegate(sunDirectionalLight->GetWorldDirection().AsXmm());

    if (RenderSpace == Space::Model)
        lightDir = XMVector3TransformNormal(lightDir, InvWorld);

    XMStoreFloat3(&dirLightDirection, XMVector3Normalize(lightDir));
}
#

though thats nukem's reversed code for sse

#

sadly i am neither a graphics programmer nor a reverse engineer

cobalt basalt
#

or maybe when the scenelights themselves are loaded. not sure

soft shoal
#

i wish i could help with that

#

or just do it myself. it's very much beyond me though 😦

serene plaza
#

HELLO

soft shoal
#

@cold orbit did you get the problem figured out?

cold orbit
#

Yeah, I just made sure I followed the "look-here-first" section first and then overwrote with the latest rtx.conf file here. The bridge posted in the pin is adequately named old-bridge but my brain somehow glossed over the "old" part which was what caused the problem.
TLDR, follow "look here first" guide and ignore the pin here since it's outdated and then find the latest config file posted for this project.

soft shoal
#

hm. it should work with the files uploaded in this channel. that's the complete remix package (just slightly older), and the one i actually still have installed in Skyrim

#

the reason i named it "old bridge" was because at the time, the newest bridge version was unstable

#

interesting that it didn't work, but glad you got it figured out

cold orbit
#

That is indeed odd. I'll give it a second try

soft shoal
#

nah, don't worry about it. using the latest files is definitely preferred

cold orbit
#

Alright

#

I'm still very new to all of this. I just spend the last 2 hours reading everything posted here so far. Is there a list yet of major problems still needing to be fixed? 2 hours was a lot of reading so for anyone else coming here, based on what I've read and what I'm seeing in game, major problems are:

  1. No light imports yetβ€”outdoors is just an ambient sky light and idk how indoors are lit exactly but it seems like another ambient thing (no directional lights).
  2. Black distant mountains
  3. Grass is bugged asf so terrains are pretty empty or have glitchy super stretched grass popping around.
  4. I read something about culling not working but I didn't really understand that. From what I can tell, there don't really seem to be any LODs in game, the objects (at least the trees) kinda just pop in. I think that just makes them easier to work with in omniverse so idc about that, but some people are trying to stop objects from culling in the first place which results in the whole world loading causing performance issues (ex. in New Vegas). Idk what the proper solution for that issue would be, and I'm not really sure what people are trying to achieve (lods are less critical with better engine capabilities but still needed so I guess people are only trying to load them in all at once for quickly changing meshes? Correct me if I'm wrong.)
  5. Some weird stuff is going on with objects constantly changing when close up.
  6. Particles are completely bugged. Some look like full sprite sheets loaded at once.
  7. No texture blending - A slightly mossy coverage of stone will load the full moss texture on top without opacity to break up the effect. The same effect is obvious for atmospheric effects like mist and fog. This also means terrain textures are completely broken.
  8. No UI at all. If you remember the keyboard combinations to do some things you can kinda work with some things just by memory. However you're working completely blindly.
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I do have a question tho. Is there any place that people are syncing their changes? Like if a person fixes the water (which I've seen someone do here), or if they fix a fire effect, is there a way people can download their changes so they can work off of what people have already done?
I'm thinking specifically about the amount of crap and effects this game currently has that just needs to be removed so ppl can start with a cleaner canvas to build effects in Omniverse.

#

Maybe some of this stuff is changed in the rtx.config file people keep uploading but I wasn't sure since I'm really new to all of this and am trying to understand how it all works.

soft shoal
#

there is culling, and this eliminates it

#

as for LODs, they do exist and we'd need to use an LOD replacement/adjustment tool to fix that issue

#

the rest are accurate though, yes

soft shoal
#

the conf file i have linked in the pin is the latest

#

the water "fix" doesn't actually fix anything btw

cold orbit
#

That fov thing is fantastic πŸ™‚

cold orbit
soft shoal
#

we need an equivalent of this plugin for Skyrim, basically

#

this would also allow us to have Skyrim's built in light sources in Remix, so we don't have to manually place every light (which is broken anyway)

#

this should bypass the broken light issue too

#

particle effects are being improved with further Remix updates, as is the terrain

#

so it's just a waiting game right now

cold orbit
#

So once an equivalent plugin comes out for Skyrim, that would enable better light imports. In theory, is there anything stopping people from going going into the game and cleaning up other stuff? It sounds like it would be a good idea to wait until the main issues get properly fixed to make changes to vanilla content, but I'm wondering is it possible to completely replace almost anything in the game with nicer versions anyway?

#

I'm more wondering is it plausible to add our own custom stuff on top while the vanilla stuff gets eventually updated later on.

soft shoal
# cold orbit So once an equivalent plugin comes out for Skyrim, that would enable better ligh...

for what could theoretically be replaced right now, i think it is just textures. replacement models may experience the same issue as light replacements, also it's a complex process that i don't even understand right now

for practical work:

particle effects, effects like water, and much of the interior lighting stuff (accessory stuff, like fireplace areas) are very broken. for example, fireplaces have some odd normal maps shapes taking over the area above it. this is clearly unintended behavior and may be fixed with future Remix updates

these could be fixed one by one (except for water), but imo it's better just to wait until it's actually fixed properly in Remix

the only thing right now that i'd mess with is texture replacement for the stuff that does work, but even that may be a waste of time given the extensive issues

#

for example, fireplaces have some odd normal maps shapes taking over the area above it.
my rtx.conf "fixes" this by simply ignoring the normal maps. this is a fix, but it also removes an intended visual effect which isn't ideal

cold orbit
#

Oh I see. So, if I'm understanding correctly, it's not just an issue of pulling out the light data from the game, but also it's having problems bringing it into the game from Remix? Is that why you think replacement models might also have some problems?

soft shoal
#

the problem currently is the attachment method. there seems to be a bug in Remix

to replace lights, we attach lights to a mesh basically. the light is then assigned to the mesh, and is supposed to stay in place

instead for some reason, it follows around the main character or main camera (this happens in multiple games, and it behaves differently per game)

#

if we replace the mesh, i bet it'd have a similar issue

#

i haven't tried yet however because of the complexity of mesh replacements

cold orbit
cold orbit
#

#1096847508002590760 message
This seems like a good guide

soft shoal
#

yeah, i was about to link this comment specifically: #1096847508002590760 message

#

the other pinned comment is related too

#

i can't assist at all with this unfortunately, so i wish you luck πŸ˜›

cold orbit
#

Haha, it'll be tough since I've only taken a 2hr course from Nvidia on usd programming as my intro to the concept but maybe I'll learn something here...

#

Good thing I've got some free time... :/

#

Thx for your help!

soft shoal
#

since they had similar issues with lights

teal gull
#

Hello guys, I wanted to launch the game, but I have this display, is this normal?

#

Forget what I said, I just restarted and everything works

modern field
#

Why exactly are you posting that?

#

As it has nothing to do with RTX Remix.

ashen sonnet
#

? Other people were doing it so I assumed it was a normal thing here

#

@modern field

deep hazel
#

people are posting their Skyrim rtx videos i assume using rtx remix on the original skyrim, not 4k textures and reshades from a\the anniversary edition.

ashen sonnet
#

Ah apologies I can take it down if you want ?

cold orbit
#

I was walking around and I didn't see anyone else post about this so I figured I'd share, but at random times, a lot of things randomly start working at once depending on where I am (lights change, some ui works, water appears, etc.)

soft shoal
#

initially i had UI working 100% of the time, then it broke. no idea what i did

cold orbit
#

Gives me some hope for the game...

#

Interesting

soft shoal
#

some of the other .conf files uploaded here have UI working still. i just haven't messed with this game recently because there's no progress on the SKSE side, and things are still ultra broken to the point where working on it would probably not be worth it for me

#

i'll let you know if i manage to fix it

glass igloo
#

yeah pretty much need either update from remix or modders with deep skse knowledge to proceed further

frozen leaf
#

can you... I dunno... ask modders with deep skse knowledge to help out? I mean there are lots of them, they just don't know about RTX Remix. Enlighten them

soft shoal
#

if anyone knows anyone who can do it, that'd be great

#

Skyrim isn't my priority right now (sorry)

#

unfortunately the anti-culling plugin won't fix the majority of what's keeping Skyrim from working right anyway. there's tons of issues that remain due to how many shaders this game relies on

#

so there's no rush

modern field
serene plaza
spare fable
civic dragon
modern field
glass igloo
#

its not rtx remix but still cool to see

serene plaza
#

is this really marty mcfly?

#

Does he dropped the "mcfly" from his nickname?

civic dragon
sage leaf
#

I am trying to launch RTX Remix with Skyrim Special Edition, is that possible? I've tried the guides from the pinned post but I always crash on the loading screen (immediately or after 1-2 second delay). I am using BethINI with the Poor settings preset. Tried both RTX Remix from the archive in the pinned post and latest dxvk-remix + bridge-remix.

soft shoal
#

no, SE is incompatible

modern field
#

Yeah, SE is dx11, no where near dx9.

sage leaf
#

Just tried on a classic Skyrim with only low settings and latest RTX Remix and it works. Needs a lot of texture classification though.

soft shoal
#

there's a conf file in the pinned message

soft shoal
#

so 2 revelations have been made

#

DLSS looks like crap now for some reason: #1143795315107975198

#

and also performance is terrible because many things are marked as opacity when they shouldn't be:

#

everything missing in the first image is what's marked as opacity

#

this drastically reduces performance

#

34 FPS to 62

#

that is of course removing trees, which i believe need to be marked as opacity

spiral hare
light shadow
#

assuming DXGI support and 64 bit support was added, is SSE supported yet?

forest furnace
light shadow
#

yeah that's what I mean by DXGI, when I say DXGI I lump in DX11 and DX12

polar shore
#

64 bit support is technically already a thing with Remix, but DirectX 11 and 12 support will likely not be added for a very long time, if it ever is. The only reason that the original version of Skyrim works (and only just barely and unstably at that) is because the engine was still not entirely shader dependent in order to function at this point and what shaders it does require at the bare minimum are rudimentary enough that Remix can somewhat handle them to a point. Normally, shaders are anathema to Remix and generally the more shaders that a game uses, the less likely it is to work with Remix. I don't think that there are any DX 11 or 12 games that aren't heavily dependent on shaders for their rendering and not only that, but shaders far more complex than any DirectX 9.0c game used.

soft shoal
#

and i just haven't bothered, lol. trying to fix other things first. + i keep forgetting about fallback lights

chilly crypt
#

unless the bridge is open and someone codes it themselves

soft shoal
#

there's no wrapper for DX11 -> 9

#

and the bridge is open source, but this would require a ton of modification to both dxvk-remix and the bridge

chilly crypt
#

oh i meant 9 to 11

#

not vise versa

#

lol

#

but yea

spiral hare
soft shoal
#

messing with player model things

#

there we go

sacred gyro
#

Has the Skyrim ever worked on Remix? And is it Skyrim or Skyrim Special Edition? Just heard there're some compatibility issues.

azure schooner
#

Not SSE that uses a different rendering engine

#

I think pretty sure that’s correct

soft shoal
#

you can load in game and play through a decent portion of the game, if you can overlook the major graphical bugs

#

it's fairly stable. a build from about a month ago now introduced some crashing issues for me across multiple games, but before that, i don't think i've ever had it crash

#

some of the current issues are:

  • UI/HUD is broken, and does not show up in texture selection at all
  • spritesheets are broken, and it shows the entire texture sheet when there's a particle effect
  • water is missing in most locations and camera angles, although sometimes it will pop in for seemingly no reason
  • you cannot place lights or replace meshes properly. both will follow the player around/are stuck to the player's body
#

there's many more, but those are what i can recall right now

sacred gyro
#

it's fairly stable. a build from about a month ago now introduced some crashing issues for me across multiple games, but before that, i don't think i've ever had it crash

#

I think the crash has gone, try latest bridge and remix

sick peak
#

So does Skyrim fully work?

soft shoal
#

no. it has major issues that prevent it from being fully playable

sacred gyro
soft shoal
#

loading screens are fixed in latest builds

#

things look a little better overall