#Skyrim Legendary Edition
1 messages Β· Page 2 of 1
sad
or at least, i cant find it
yeah i just have to find it
actually i know how to find them
found it, wonder if modifying it now will fix it
though it has other textures applied to it in the nif normally im guessing
seeing such a huge scale in omniverse is pretty cool
lol
i set it to 8 and 8, which i believe is correct
okay
even having it set in the mod.usda file (without any adjustments) causes it to look that way
yeah no luck
for me it just looks the same as before, doesn't seem to care about the number of rows and cols in spritesheet
looks sort of cool though
fixing the npc's tintmasks seems pretty annoying.
wonder if there will ever be support for writing your own shaders instead of just using the template ones in omniverse
extracted all the textures and wrote a script to delete all non normal maps and had chainner convert all the normal maps to octahedral
because it'll need to be done at some point
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
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
not necessarily. it'll only interact with terrain that it can parse. in this case, the terrain is made with shaders
it's pretty impressive that it can do that
i think if we removed normal maps from the game it may work better?
in what way
yeah but why remove them
looks like it doesnt understand the shader and sets the normal map as the diffuse
it works fine when you switch out the usd. dunno why it doesn't use normal maps for legacy stuff
at some point every single material in the game will have to be switched out anyway no?
if it's a full remaster, yes
i can't get those to work properly
you can see in-game that there's 3, but in omniverse there's only one. same goes for the torches on the wall
and replacing the texture doesn't work, as it just maps a flame texture to that weird geometry
i wonder if the temporal instability is more so that the lights are just fucked
or its culling lights when it shouldnt be
there's some culling for sure that's contributing
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.
interiors sometimes look pretty alright
that looks great!
room maybe a bit too bright against the contrast of the candles, but otherwise really natual and nice
yeah theres definitely potential if the bugs can be ironed out
everything there is at a roughness of 1 which is obviously wrong
candles have no emissive
perhaps more importantly everything to the right of that screenshot is totally broken lol
for sure
what i cant figure out is why the spritesheet rows and cols dont seem to have any effect from omniverse
i guess its possible remix doesnt look at them at that param at all
is the layer data correct or being applied? im not very familiar with omniverse specifics, more fixing bugs in remix.
well it applies normal maps and so on that i set in omniverse and like if i toggle emissive and go back in game it works
is it possible that some particular part of the layer data isnt being applied?
im leaning toward this being whats happening
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
are you at nvidia or can anyone contribute to the repo?
no I dont work for nvidia, I just look at the code, alot
this should be taking effect
it saves it in the mod.usda file
and it's a material, which does typically work in Remix
so i think it's just an issue with Skyrim
yeah but i dont know that this means remix cares about that particular setting
any idea where stuff related to spritesheets would be in the codebase?
it should is what i'm saying
i wonder whats going on with very distant LOD being black
might use some weird shader
it doesn't show up in my captures, so maybe
i forget if thats called lod32 or what
lod32 might be whats seen on the map
is that black too?
no
the LOD textures that do work in the distance are the same ones used for the map
then beyond that is the black textures
I can look if its really related to the code, but what kim is suggesting might be the issue, im not sure. ill let you guys discuss first
unfortunately i think its skyrim related thing,
reproducing it is just loading up skyrim and it randomly crashes. For the colored texture you just need to get that 3d model in loading screen
Skyrim might still have multiple threads as well so debugging it will be pain, tried disasbling it but i think its still running in multiple threads.
the sheson guy knows all there is to know about the LOD
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
an idea is to regenerate terrain lod with xlodgen and see if it looks any different but i doubt it
the textures that are black don't appear to be 3d geometry from what i've seen
it looks like a 2d texture
maybe we're experiencing different issues though
did you send a ss of it?
it's visible here
same as the black terrain here?
that's the image i just linked, yes
woops discord didnt scroll all the way and scrolled to something else
somehow i dont recall any distant terrain just being a flat image but i could be wrong
unrelated but are glow maps approximately the same thing as emissive?
@cobalt basalt remix's internal description of spritesheets does support grabbing the column: https://github.com/NVIDIAGameWorks/dxvk-remix/blob/72c4d36e77b9d761e161a02aaea7a6f65608ae01/src/dxvk/rtx_render/rtx_mod_usd.cpp#L341
perhaps its a further issue with how the USD is being saved or the layer being applied to the scene inside of remix
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
looking now
thanks
weirdly enough with the candles its like it cycles through the spritesheet showing the 2x2 and then occasionally just a singular flame
is there any opacity in the spritesheet?
https://github.com/NVIDIAGameWorks/dxvk-remix/blob/72c4d36e77b9d761e161a02aaea7a6f65608ae01/src/dxvk/rtx_render/rtx_instance_manager.cpp#LL983C15-L983C15
I think they toggle the animation instancing here
this is how it looks when the setting is used
the spritesheet does have transparency
let me show what these look like for me
though this has no normal maps or anything
ah
the conf i gave you has some stuff set as UI to enable flames and other basic effects to work
however it doesn't actually render through Remix
yeah set as UI it works fine but
you need to deselect those to see how Remix is actually handling it
this one wasnt tagged as anything anyhow
other ones are set that override flames as well, at least in my game
i think this has it disabled
if you wanna try
flames look relatively normal in my game actually
this is how they look for me with all ui disabled
must be ones you tagged as UI
and UI on
by selecting it as UI, it's just passing through the effects from the raster
yeah i know
mm i was unintentionally narrating to myself i think, lol
would be nice to somehow set the sun to cast directional lighting
i'm tired
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?
it appears to just be a single one
just one
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
basically all of them do
seems like they all do
interesting
I would def ping mark sometime when he also has available braincells with that video to see if he knows whats up
very unsure whats wrong with the grass as well
nukem reversed the grass shader a long while ago iirc https://github.com/Nukem9/SkyrimSETest/blob/master/Shaders/RunGrass.hlsl
might take a look tomorrow
looks like bad indices to me
oh one last thing, do you have anti-culling disabled?
it's totally broken in this game
another issue:
meshes that are duplicated in a given scene only show up once in captures
same scene in-game
yeah same thing for me
it might be being garbage collected then if the culling is acting problematic ...
in this case if anti-culling is disabled, garbage collection will remove the instance mid-animation
that sounds plausbile
doesn't fix it
same for the captures
well, it does help the flame animation in the hand:
it at least tries to animate it
does it flicker less?
lol
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
should make a doc with issues at some point
rtx.numFramesToKeepInstances
interesting, wonder what happens if you increase that a bunch

with the giant blue totems in the middle of the inn, it was totally unanimated before
now it's doing something, even if it's white and orange squares
it would appear .... nvidia set this to 1 by default
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
somehow i've only had a single crash
this crash is defo related to the instancing increase π
but yes changing that setting does something
|rtx.numFramesToKeepBLAS|int|4||
|rtx.numFramesToKeepGeometryData|int|5||
|rtx.numFramesToKeepInstances|int|1||
|rtx.numFramesToKeepLights|int|100||
|rtx.numFramesToKeepMaterialTextures|int|5||
setting ii to 20 is enough
relevant instancing options
they go over it more here
sadly these options have no description
wonder what KeepBLAS refers to
crashed again
how do people have roles? what is the creator role?
you can select them at the top of #welcome
they don't really mean much of anything right now
I think to solve this it may require a careful combination of setting the allowed instance frames and max allowed global instance objects
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
grass is also an interesting case. to me this looks like bad indices
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.
hopefully I can play around with this game more this week and help yall track down some more fixes.
goodnight, and thanks for the help
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
cant find it either sadly
BLAS appears to be related to the ray tracing stuff. wouldn't mess with it
did the same thing
Bottom Level Acceleration Structure
Bounding boxes around objects basically
Or whatever space partitioning stuff they do, idk, bvh (bounding volume hierarchy, like them boxes) is what people usually use for rat racing though
Thats what a Bottom would say 
remember what i saw last time on stream, a flower was causing the terrain to go nuts
in the ini file in documents it has a grass shader option
if 0 try 1
etc
Ok watch this:
T op Level Acceleration Structure
@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
watbulb had some interesting ideas above too
Sorry, I don't have time to read through the full chat - could you repost the details?
the video i sent and the one from kim show the issue as well. remix does support grabbing rows and columns but it seems to have no effect
[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
candle flame shows the entire candle flame spritesheet instead
I suppose its not really a bug, but something to consider since most animated spritesheets will have a lifetime beyond a single frame
unless I misunderstood the implementation (ie. each animated frame of a spritesheet has its own instance, but I dont think that is the case)
Could you post the USDA of the material and the actual spritesheet?
yeah one sec
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
well the flame and smoke effects and whatnot seem to always be separate meshes
that's normal.
Also, what is the thing you're replacing? does it have a stable geometry hash?
how do i know that it has a stable geometry hash?
in omniverse it shows the entire spritesheet as well, for whatever reason
does it have the same hash across captures?
i'll have to check but i'm inclined to say yes because any changes to the material apply to all instances of the mesh?
I think this video is more representative instead of the one with UI off: #1097563444137427056 message
OV's mdl files look like they only apply sprite sheet to the emissive texture... which is probably a bug
move the flame texture to emissve mask map and see what happens
alright
it is categorized under the emissive i suppose
mesh hash vs material hash. If the candle flame mesh is already doing sprite sheet logic by changing the UV's, also doing the sprite sheet in Remix's sprite sheet logic is going to give odd results
looks like rows and columns have an effect in omniverse if i set the emissive yeah
i didnt realize the mesh could do that too
im not sure how skyrim does it by default
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
well the original spritesheet is broken whether you replace in omniverse or not
and whether you use rows and columns or not
but i will see what setting an emissive mask with rows and cols looks like
broken how?
by default with no enhanced assets it shows the entire spritesheet for any particle effect
Ah, then they're doing the animation using a shader, so you'll need to use Remix's spritesheet properties instead.
not sure if it was mentioned yet, but the particle effects are also devoid of color most of the time
solid gray
probably fully shader based :/
π¦
seems to respect rows and columns now, but its not clear to me what else its doing now
i removed its albedo so im not sure why it still has one
on some frames
pls post your spritesheet texture
@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?
dds and png
I think that property is how long to keep the instance around after the game culls it? Not sure, but it shouldn't have any impact on the animations, cause those are driven off a global timer and don't care what instance is what
ah okay, that makes more sense
I suppose there could also be forced GC, but I remember seeing some code that looks to see if its animating first
I'm really not sure what's happening here... unless the game is doing something to change the material hash on the frames it greys out? I dunno
disabling emissive blend override does this
anti-culling in skyrim in general also doesn't work at all
I'm surprised anything works in skyrim right now
lol
it does seem like its cycling between two or more materials
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?
will do, thanks for all the help
i think it's overlaid with another particle effect
that's great progress though
of course opacity is broken because it wants us to use emissive to display spritesheets
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
yeah, that's how it seems to work
single particle with rotation applied
we may have to split the particles into separate frames and apply them manually?
ah yes water
how? looks great
you can replace the water material in omniverse. doesnt solve the issue with it randomly choosing not to be rendered though
remix works with the translucent aperture material
that has transmittance and stuff
wow, nice
looks vaguely water-like from some angles
does remix only support the 4 materials that are captured? or can you use any from omniverse's library?
did you have to pull the water texture manually? or did remix actually dump it
afaik you can use any, but i might be wrong
the only water texture skyrim has is a normal which i just made into an octahedral one
for some reason that one isnt labeled _n
well theres overlays and stuff too
the materials are what you an replace for new textures actually (iirc), so you can use any i think
i dont know that the sun is an object that can be captured
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
So the texture is in the sky? Then it should be enough
If the tool allows just assigning a directional light to objects
right now adding objects to the scene in general doesnt seem to work
If the sun is in a normal place in the sky then remix does see it's quad
it does capture its texture
right now we can't add new lights
it messes a lot of things up
i tried multiple times
the mesh just disappears entirely
so no light and now you're also missing the original object π
π©
#1097563444137427056 message
this here explains the issue
meshes are not captured properly it seems
mark the sun texture as emissive and crank it up to 11 million
lol
Dam the candle flares toggle to music
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
don't modify instances or the mesh. you need to modify the material
not sure how to modify an existing material's material graph
the graph lets you do quite a lot
could rewrite lots of stuff as mdl
though i dont know if remix supports all mdls..
actually i can open them
lets see if i can write my own instead of using the aperture ones that get captured
the material graph is a bit arcane to me
how do i even delete a node or link without doing it in the layer?
when i tried the water it was rasterized
how did you get it going?
just set it to a different material in omniverse
still disappears at certain camera angles or if you get too close though
https://github.com/NVIDIAGameWorks/dxvk-remix/blob/72c4d36e77b9d761e161a02aaea7a6f65608ae01/src/dxvk/rtx_render/rtx_mod_usd.cpp#L429
the answer to this seems to be no
@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
Heh, I already have a big fork where Iβm adding shader support to dxgi and direct x 11 titles. But difficulty β¦ I mean huge. I spend hours just bisecting changes from upstream before getting any real work done
Now I do have some suggestions and tricks
Well first which shader model are these using?
can you link your repo?
The SWVP support in remix should handle damn near any instance of a SM1 or most SM2 vertex or pixel shader unless itβs using some very odd intrinsic or instructions, or point lists
There is a lot of code Iβve been working on that I still havenβt upstreamed there yet, Iβve been too busy with work and some of it Iβm not ready to share yet
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 canβt keep up
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 Iβm going about doing that, but itβs a bible to explain.
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)
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
how did you go about understanding the codebase
what does SWVP stand for?
I spent three weeks that I had PTO for reading it
Software vertex and pixel shader emulation
need to figure out a logical way to go through it and get an idea of whats going on
add support beyond just the mdls and their settings here:
https://github.com/NVIDIAGameWorks/dxvk-remix/blob/72c4d36e77b9d761e161a02aaea7a6f65608ae01/src/dxvk/rtx_render/rtx_mod_usd.cpp#L429
these four
perhaps a reasonable one is to fix the fact that spritesheets are tied to emissive
when they shouldn't be
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
Iβm def less familiar with the scene rendering side of things
Iβm on mobile right now but I can take a more informed look in a little bit
swvp emulation is JIT?
And yeah that makes sense, im not sure why it purely needs to be an emissive tbh
It depends, itβs 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
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)
Before I say something wrong I should refresh my memory on how it all works, itβs been awhile since Iβve looked as Iβve been working on unrelated things
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 itβs own slang shaders to support that non-emissive stuff for your spritesheets. Those shaders are SPIRV running in Vulkan context
so many things im unfamiliar with
i dont know anything about spir-v
Itβs just a instruction format for shaders on modern gpus
You donβt need to knows about how it works really, just how the scene renderer uses slang in the code you pointed out
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 itβs own shading language that turns itself into IR for DXIL / SPIRV instructions
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
doing some reading
i need to find a high level explanation of how exactly remix works
or like a uml diagram or something
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
half of what you're saying is going right past me unfortunately
my limited knowledge of dx11 is not helping much
Iβll make a voice message while Iβm walking to the coffee shop π
thanks!
Remix runtime only supports 3 rendering modes - opacity, translucent, and portal. the AperturePBR_Opacity.mdl and AperturePBR_Translucent.mdl are mdl equivalents that are close to the runtime materials (tho not an exact match).
Omniverse supports tons of materials, but for the Remix runtime we prioritized performance, which means we need to keep our possible ray-hit shaders very limited.
how do you deal with anything that doesnt fit those materials? like if you wanted scrolling uvs for water or any other parameter that doesnt exist in the runtime. would adding more shaders kill performance?
@cobalt basalt I dm'd you a voice message
an interesting idea is to try remix on the very oldest build of skyrim that can be found
going to see what happens with the 11/11/11 build
Portal was already scrolling the UVs for the water, so we just re-used their mesh with a new material and got the scrolling UVs for free.
We do know that we'll have to add more complexity to the shaders eventually, but we want to keep them as lean as possible.
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
If you do need particular shader features, please do put in github feature requests
i see. i suppose if that can be done natively then there wouldn't be as much need
earlier you asked if there were stable geometry hashes -- it seems like no.
yeah... not surprising, but it is disappointing. Might be possible to mod the engine to make those more stable though
how do you mean mod the engine? what would make them more stable?
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
something in the data the game is feeding to remix is changing every frame
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
stuff like that
if it was something like that it would probably be fixable
unfortunately i haven't seen exactly what's causing it, and i'm not sure how to pinpoint the cause either
yeah, i followed it as closely as possible. sadly no progress. maybe @cobalt basalt can though
you messed with the rtx.geometryAssetHashRuleString ?
i swear i had linked it here, guess not. oops
i did, but it's possible i used it wrong
what did you do with it?
i followed usage of it according to this: https://github.com/NVIDIAGameWorks/dxvk-remix/blob/main/RtxOptions.md
i very likely did use it wrong
what did you remove?
@main oasis could you please provide an example of how this should be used?
a few different things
it just made things worse unfortunately, so i may have been focusing on the wrong stuff
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
thank you
the list of all possible components is here (but don't use the legacy ones, those should be removed soon)
https://github.com/NVIDIAGameWorks/dxvk-remix/blob/main/src/dxvk/rtx_render/rtx_hashing.h#L31
i was under the impression that all vertex transformations in skyrim happen in the shader
oh, the actual string names are here:
https://github.com/NVIDIAGameWorks/dxvk-remix/blob/main/src/dxvk/rtx_render/rtx_hashing.cpp#L39
Hmm, I wonder if we're computing the vertex hash on the pre-shader or post-shader data? I'm not actually sure, and it may be that one is stable while the other isn't
i set it to positions,indices,geometrydescriptor and now it seems to be somewhat more stable? not sure what thats about because those are the default
seems the same as it was before
but some hashes do still change randomly
yeah, but that's stable enough that i think we can do a lot with it
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
it seems like everything does have a stable hash, even the broken grass and so on
Try taking a capture?
captures seem to not capture any mesh that appears more than once
so you only get a single instance of anything
huh... but they appear when rendering?
yeah
#1097563444137427056 message
probably somehow related to the issue of not being able to place anything in the scene at all
as well
are the all named inst_HASH_0?
no, but actually it seems like some of them do have other instances of the same mesh with the same hash in the capture, but they aren't visible at all
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
how about assigning a light? previously the mesh would just vanish from existance
we shall see right now
no luck
my current as well
wow
with the fix posted above, the flame textures are no longer flickering
which flame textures
these
what does it look like for you
torches are still not correct, but that's a huge step in the right direction
@astral vector
is that your rtx conf or mine?
yours, with the fix mark suggested
i havent been in the interiors lately
but it works on mine too
i disabled the UI textures i marked for the interiors before
yours still had it enabled though
experiencing the same issue
what did the flame textures look like before
im not sure why they arent flickering anymore
were your hashes unstable before as well
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
yeah, same here
are you using the perserveOriginalDrawCall property when adding lights to meshes?
tell me if that works
whens it crashing for you?
well, kind of. i set a sphere light on a bench, but it's attached to my character
nice, what fixed that? I assumed the hashes were stable in the first place, but yeah that would certainly do it
rtx.geometryGenerationHashRuleString = positions, indices, geometrydescriptor for some reason, but i thought this was the default
if lights work it might be viable to remove all the fake glows many lights have
many of them are very buggy as well
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
interesting, ill have to see what the default actually is, I imagine that would be something other games may want to tune as well. nice find
pretty sure it's off by default
that cant be true
oh
how would it generate a hash
positions,indices,geometrydescriptor is the default for geometry hashes.
it must be something else that prevents the flickering now
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?
#1097563444137427056 message
just refer to mark's messages for solid info
and i didn't
I wonder if the default description says that but the default value is set otherwise in some codepath π€
sounds like a mystery
where is the perserveOriginalDrawCall setting kim?
well we can test it by getting rid of that line again and seeing if its unstable
that's only for placing lights
yeah where is it
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
interestingly my omniverse is what keeps crashing
i had that once as well but a while ago seemingly at random after i killed a wolf
revenge i guess π
i can get back to it in a couple minutes and try again
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?
cant get the light to show up in game for whatever reason even with the preserve originaldrawcall setting
nope
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
runs natively
oh neat
cool, I was just looking at the pins
no dx driver changes for me at all
you assigned it to an instance, that won't show up in-game
what do i assign it to?
the mesh?
ah
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
could be related to the issue with stuff in the capture having bad position
all instances are placed in the same spot
@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)
lights position is set relative to camera position instead of world pos maybe
oh god why does that record music
the built in nvidia one
Gah damn
Disable enhanced lights?
nope
Actually do you have lights anti culling on?
you can
you just need to spin the camera to clear it
maybe anti culling but i cant check now because it crashed
Bleh
it's very odd. it's almost like permanent ghosting as long as it's on screen
#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?
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
i had transmittance at around 2.5
with a very very very slightly blue color
and this normal map from water for enb because its less hideous
thats in octahedral
yeah, i got the other one and it's pretty bad
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
maybe you can set it manually in the mdl
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
looks pretty nice
i had to set transmittance to 100 though, lol
alright
now who wants to make an anti-culling patch for skyrim? π
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
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
Im confused, then that must not be the default, contrary to the docs
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
Oh I see
this has now fixed Barnyard, Flatout 1 and 2, and Skyrim of course
Even more confusing is why they arenβt doing that by default β¦ in the other case you mentioned
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.
Would it not be important to capture hashes for everything that is being processed?
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
I see now, it makes sense, just was confused about the same options but with different variable names
yeah, same here. i just figured it out 20 minutes ago, lol
bad had it figured out in their rtx.conf, i just copied π
i'm so glad this works though
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
Would you mind reposting this info somewhere like #1055002308649427004 ? Could probably be useful for other games as well
So itβs incredible that you guys got it to work with Skyrim LE, but does it work with a shit ton mods?
Iβve also noticed that Rtx remix doesnβt recognize or see the light sources in the videos uploaded on YouTube. I wonder if mods fix that
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.
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.
I think the way yall are using it right now is going to lead to a lot of problems with draw calls being incorrectly batched together... not sure if I want to post this broadly just yet
That makes sense
pretty much i dont know what im doing. Im just toggling stuff until things work
or i crash
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.
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.
this was my plan, thanks for the insight with it. and so far, i've yet to see any signs of this across any of the games. we will be very careful with it though
that sounds exactly how it's working unfortunately. in that case, is there any potential solution?
Oh cool π. Thanks for the links! Definitely food for thought π€
Iβll take a deeper look at the code today after work, but yeah I would definitely be up for hacking on something if itβs a useful contribution. I might have some questions about UI decisions but I will ask about that when I get there
do you just mean with blanket removal without further testing? i want to clarify that was never the intention with it, but i definitely should have been clearer with the initial post about it
There may be - we'd probably want to reproduce this locally and see what gets applied where - there may be an opportunity to apply the transform the vertex shader is using to replacement objects, or something like that. It's just a combination of features that haven't been tested together
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
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
same thing for Skyrim btw
only vertexshader needs to be removed
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
well, whatever happened, it worked out π
now we have a solution for multiple games
most realistic water
looks okay
stripped out all of the defaults
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
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
with its decals?
we should keep a doc with potential bugs and submit them as issues to github at some point
i think so
because we're going to end up forgetting stuff and searching through this channel is inefficient
what do you mean? the textures are captured
i mean if you do a capture does the mountain show up in omniverse and is its texture in the textures folder
interesting. i wonder whats going on here
will look at this more in a bit
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
Have you tried setting up a distant fall back light?
I mean it would look like an actual sun lol
we can't add any additional lights to meshes if that's what you're referring to
Question - did stabilizing the geometry hash by simplifying the rule actually fix any problems, or did it just make the debug view more stable?
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
wasn't there somethign about the candle flame stabilizing? or was that unrelated
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
compared to this before: https://cdn.discordapp.com/attachments/1097563444137427056/1113368704458166312/image.png
still incorrect spritesheet rows and cols though. in this case setting the emissive is fine because fire would have emissive
partially does
had some interesting shower thoughts regarding lights i'll try out in a sec
very dodgy
Something weird going on with contrast
the weirdness is that the distant light intensity is set to 50000
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
yes well 90% of the renderer is broken right now
Which all undersides of roof don't see
Althpough here on the char bounce is working at least
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
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
neither of those exist in omniverse
omniverse has distant lights which = directional lights from what i can tell
So it does have it just under different name?
right
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
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
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
could you try it
Got no rat racing card for that
@soft shoal sort of interesting
what did you do?
directional light
sun
but its broken for the same reason the other lights are, i.e., their transform isnt stable
ah, yeah π¦
i wonder what remix's process for identifying lights actually is
time to look through the source i suppose
Thereβs a fixed function call in D3D9 to just literally AddLight or LightEnable, that could be one way
Otherwise Iβm not really sure how they would do it from a shader perspective, might be possible π€·ββοΈ
Iβd 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
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
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.
@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
Might be, though I know the skyrim parts in tesr are a bit more neglected than the oblivion and new vegas ones
tesr?
TESReloaded
ah
busy but I'll give it a shot later tonight or tomorrow
... I think I own LE, unsure.
that'd be amazing, thank you
what did he implement apart from anti culling?
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
how did he manage that?
for new vegas?
ya
it's really impressive
i had no idea this was even possible before he did it
does disabling the game's culling let remix do its own culling? or is there no culling at all now
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
is NV a fixed function game
no, it relies on Shaders as well
or is it creating the fake d3d lights to make remix think those lights are there
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
clever. the lights should be doable with skyrim as well
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
i'm inclined to say it would
i did open an issue about this btw: https://github.com/NVIDIAGameWorks/rtx-remix/issues/181
i hope it goes somewhere
yeah, same here
does nv have this issue?
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
did you open an issue about instances in capture all being placed with the same transform
ie all on top of each other
i actually intended to include that there, oops
i'll update it in a few
it's updated. can you please take a look and make sure it's described well enough?
interior captures in NV are also very unreliable and usually have missing things or stuff stacked on top of each other
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
oh, yeah I've also experienced some oddities like that but they usually seem to go away quickly
The first anti-culling iteration was absolute(far as i can see) , No culling at all .but thats too much CPU load(even on better cpus than mine/6700k),
next iteration was better perf. with slightly less anti-cull.
@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 π¦
yeah noticed no hook, tried looking in IDA but didn't find a similar function
neither can i
does gamebryo use both shadow masks and shadowmaps?
I'm not the one to ask about that, I know next to nothing about bethesda's hacked up engine
perhaps worth looking at what commonlibsse-ng has reversed for sse
someone made enbseries and remix work?
no and im not sure what the purpose of that would be
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.
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
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.
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
Any one else noticed this?
Stock Normal maps or specular(dont know) passing through remix...
https://www.youtube.com/watch?v=mj_UJqCuAyg
Dont know how , dont know if its normal map of glow/specular??
I have some Normal maps on ignore.
yes, there's a setting called "capture normals from shader". this doesn't work correctly in my experience though
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.
what do you mean passing through remix?
and no im quite sure capture normals refers to vertex or face normals
Normal maps having specular effect from the light from remix(without adding them specificaly through omniverse or whatever other ways there are)
or maybe if you compute tangents or bitangents or something it can capture that. not sure
i hadnt noticed that
@cobalt basalt Me neither, till now.Thats why i was asking.Wasnt looking for et, just caught my eye.
is that light actually working? like casting shadows and lighting the scene? i cant tell from my phone
@cobalt basalt No, Just emissive light selected from Worldspace UI
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
or maybe when the scenelights themselves are loaded. not sure
i wish i could help with that
or just do it myself. it's very much beyond me though π¦
@cold orbit did you get the problem figured out?
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.
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
That is indeed odd. I'll give it a second try
nah, don't worry about it. using the latest files is definitely preferred
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:
- No light imports yetβoutdoors is just an ambient sky light and idk how indoors are lit exactly but it seems like another ambient thing (no directional lights).
- Black distant mountains
- Grass is bugged asf so terrains are pretty empty or have glitchy super stretched grass popping around.
- 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.)
- Some weird stuff is going on with objects constantly changing when close up.
- Particles are completely bugged. Some look like full sprite sheets loaded at once.
- 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.
- 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.
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.
for 2 and 4, change your FOV in the game's console to 160, then back to 80 with these commands:
fov 160 160
fov 80 80
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
not right now, as Skyrim is so broken that we're just waiting for Remix fixes and some SKSE plugins to be written at this point
the conf file i have linked in the pin is the latest
the water "fix" doesn't actually fix anything btw
That fov thing is fantastic π
What kind of fixes and plugins are you still waiting for?
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
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.
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
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?
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
Ahh, yeah I saw that in a post earlier
Well, I've been learning a lot about usd lately so I'll give it a go and see what happens
#1096847508002590760 message
This seems like a good guide
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 π
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!
and so, based on the results in Barnyard, i doubt it'll work properly in Skyrim: #1106420949257044061 message
since they had similar issues with lights
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
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.
Ah apologies I can take it down if you want ?
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.)
yeah, that's probably from an improperly marked texture somewhere
initially i had UI working 100% of the time, then it broke. no idea what i did
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
yeah pretty much need either update from remix or modders with deep skse knowledge to proceed further
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
i left this up to anyone who actually is familiar with the Skyrim modding community
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
Who can is easy, who will is much harder.

A new lighting solution on the horizon. Delivering path traced lighting in world space, meaning off-screen light sources can contribute. This is not RTX Remix, but a custom solution and scalable to many games with a bit of work!
READ MORE HERE: https://www.martysmods.com/?p=7826
ALL THE CLICKY THINGS
https://patreon.com/mcflypg
https://www.m...
Holy cow, mcfly is a beast
Thing explaining what that is a video of,
https://www.martysmods.com/devlog-july-2023/
its not rtx remix but still cool to see
wait
is this really marty mcfly?
Does he dropped the "mcfly" from his nickname?
Yes
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.
no, SE is incompatible
Yeah, SE is dx11, no where near dx9.
Just tried on a classic Skyrim with only low settings and latest RTX Remix and it works. Needs a lot of texture classification though.
there's a conf file in the pinned message
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
Why don't you add a fallback light?
assuming DXGI support and 64 bit support was added, is SSE supported yet?
Isn't Special Edition a DX11 game?
yeah that's what I mean by DXGI, when I say DXGI I lump in DX11 and DX12
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.
would that change the opacity issue?
and i just haven't bothered, lol. trying to fix other things first. + i keep forgetting about fallback lights
there is a wrapper i believe, it sees the bridge but does not utilize the ui or anything related to the remix code as the moment i guess
unless the bridge is open and someone codes it themselves
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
oh i meant 9 to 11
not vise versa
lol
but yea
Not probably, for sun I meant
Has the Skyrim ever worked on Remix? And is it Skyrim or Skyrim Special Edition? Just heard there're some compatibility issues.
Not SSE that uses a different rendering engine
I think pretty sure thatβs correct
the original Skyrim (2012) works, Special Edition does not as it requires DX11 iirc
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
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
So does Skyrim fully work?
no. it has major issues that prevent it from being fully playable
The game is stable, which means it doesn't crash and you can play around. But Kim mentioned some issues may need investigations.