#Skyrim Legendary Edition

2654 messages · Page 3 of 3 (latest)

spiral hare
#

No fallback light yet?

soft shoal
#

i decided to just try to get the sky working well enough instead of relying on it

spiral hare
soft shoal
#

well, it partially works. it's just definitely not in the place it's supposed to be, and no amount of tweaking fixes it

#

could be that i'm just messing it up. the other view mode (can't remember the name) just works better overall anyway though

spiral hare
soft shoal
#

i'm gonna launch it so i know what i'm talking about

#

also as warning, i just woke up so i'm a bit groggy, lol

spiral hare
#

Oh it's view transform

#

that moves the light with the camera

soft shoal
#

here's a comparison. something changes in the image, but i really can't tell what. "In World Transform" looks better to me though

#

this is with fallback off btw

#

ohh this comparison helped a ton

#

look in the distance at the trees

spiral hare
soft shoal
#

it's so laggy in game that it's hard to tell well, lol

spiral hare
soft shoal
#

this game also has the issue with some things being marked as opacity when they shouldn't be

#

entire mountains are, rooftops are, and some other things

spiral hare
#

This is a common issue actually

#

I mention this in the threads I create

soft shoal
#

interesting

#

so far i've only run into it on Barnyard

spiral hare
#

In bf1942 for example, everything but the terrain is red

soft shoal
#

ouch

spiral hare
#

So it all disappears if I turn off alpha

soft shoal
#

didn't someone make a script to automatically mark all captured materials as non opacity?

#

i might give that a try

soft shoal
#

i don't remember. it'd be funny if i made it though

spiral hare
#

With a slight modification to the RoseQQ's script

soft shoal
#

oh yeaah it was you

spiral hare
#

It didn't worked

soft shoal
#

only for Barnyard

#

we theorized it had a thin plane overlaying the rest of the visuals, causing it to always look like it was marked as opacity

#

but it did actually change in OV iirc

spiral hare
#

or you mean the general look

soft shoal
#

it has the flag showing if something is marked as opacity

#

it changed that flag

spiral hare
spiral hare
soft shoal
#

i'm not sure what you mean. the script you adjusted changed the flag marking objects as opacity. it should have worked, i think it's just Barnyard that's broken

#

i can't find it. i'll try it on Skyrim if i can

spiral hare
soft shoal
spiral hare
soft shoal
#

changing an object's opacity flag should change it in the debug view from my understanding? that's an interesting idea/question though

#

i guess i'll find out right now

#

lol Skyrim crashed before i could capture

spiral hare
#

Btw this is what fallback lights with view transform mode looks like

soft shoal
#

sadly nothing

soft shoal
spiral hare
soft shoal
#

yeah, i've had to bounce between the two depending on the game

#

initially FlatOut required it too iirc

spiral hare
#

@main oasis What exactly does the view transform mode? Some games don't work correctly without it. For instance in Far Cry everything but terrain is gone in the default world transform mode whereas with view transform its fine

soft shoal
#

riding on that ping, how can we properly disable opacity flags on objects like what's shown above? and will the debug view reflect these changes

main oasis
main oasis
#

hmm, the comment on that one is incredibly unhelpful

#

It seems to just be a matter of setting whether the game sends the objectToWorld and worldToView matrices separately, or together. You should get a [RTX-Compatibility] Fused warning in the log if you set it in a way that doesn't actually match what the game is actually doing

supple slate
#

ive had a few issues trying to run and mess around with this project. i keep getting crashes after clicking new game. any way to fix it? ive looked into differnt things that could be the issue but no hope unfotunely.

supple slate
#

i get to this screen fine, then once i click new it starts and then after about a second it crashes. once it made it to the opening of the game for about five seconds and then it crashed. im using a 3060TI and a Ryzen 5 5600x

#

im lauching it through the script extender and ive installed all files listed in the pinned message too

soft shoal
#

hmmmmm

#

well

#

that pin is out of date and i forgot to update it. sorry

#

hang on

supple slate
#

ahh alright thank you!

soft shoal
supple slate
#

ahh thank you!!

soft shoal
#

there ya go. take a look at the pin again

#

it's all updated

supple slate
#

im guessing i just replace the config file yeah

soft shoal
#

yeah, the old one was pretty out of date

supple slate
#

thank you so much

soft shoal
#

sadly things are so broken that i doubt you'll have much fun with this 😛

#

but i hope you do

supple slate
#

thank you anyways! i just wanna see what i can do with it

#

found an issue with the main NvRemixBridge. it says 'Server was invoked with invalid GUID'

#

doing a driver update just in case

soft shoal
#

interesting

#

and you're on the latest Remix now? followed the stuff in #remix-beginners-guide?

supple slate
#

yes

soft shoal
#

you should probably start a new save and get through the intro without remix

#

just rename d3d9.dll

supple slate
#

alright ill try thank you!

soft shoal
#

try this save

#

C:\Users\USER\Documents\My Games\Skyrim\Saves

supple slate
#

will do!

#

that loaded fine so ill try with the d3d9 now

#

still crashed unfortunately

soft shoal
#

not sure what's going on then

#

what are your specs?

supple slate
#

3060TI, Ryzen 5 5600x, 32Gb RAM

soft shoal
#

also send all 3 logs please. d3d9.log, [gamename]_d3d9.log, and the log file in .trex

supple slate
#

got it

soft shoal
#

[00:05:09.274] err: Multiple active BridgeCommand instances detected!

#

make sure there's no bridge running in the background with task manager

#

that happens to me quite often

supple slate
#

rick

#

*right

soft shoal
#

should be NvRemixBridge.exe

supple slate
#

i restarted my pc and its giving the same error in the logs

soft shoal
#

i honestly don't know how that's possible

#

i have no idea what's going on in that case

supple slate
#

no worries then ill see what else i can do

#

thank you anyways

soft shoal
#

you should try Remix in another game to see if it happens there too

supple slate
#

ok

soft shoal
#

any luck?

supple slate
chilly crypt
#

same stuff that happens with the oblivion project except for terrain patches on my end

#

plus game rasterizes when turning camera in a certain way

supple slate
#

Ah thank you!! I’ll try them later!!

small rover
#

Progress inquiry, is Skyrim LE working in Remix fully? And how stable is the game running so far?

soft shoal
#

it's very broken

#

you can run the game without much crashing, but the amount of visual issues renders the game pretty much unplayable right now

soft shoal
#

right now these are the issues with Skyrim:

  • culling
  • hundreds (maybe even over a thousand) textures that need to be assigned to prevent issues
  • mods would need to be made to assign lights, and port them through to Remix through SKSE (similar was done with NVSE for FNV)
  • ideally a lot of shaders would need to be reverse engineered to be made compatible with Remix
  • stability issues
  • normal maps detected as albedo maps
  • particles are mapped improperly
  • water is broken
lone timber
#

The SE shaders at least have been fully reverse engineered by the Community Shaders project, CommonLib also makes script extender projects much headier compared to the largely abandoned LE version.

#

How much that helps is another matter though, as SE from an engine perspective is much newer than LE

glass igloo
#

basically making remix skyrim compatible is doable. But you need lot of time and knowledge to do that. And there is remastered version of skyrim that cant do remix.

#

so there is very little incentive to tweak skyrim enough to get remix fully working without glitches on it.

lone timber
#

Realistically it may be easier to implement native ray tracing on top of Community shaders than to path oldrim to support Remix.

ashen sonnet
#

are we actuallly getting closer?

soft shoal
#

not really

covert pawn
#

Attached the light to one mesh , but it doesnt care.Just wants to follow the main camera.The options in game setup dont seem to help anchor it to the world instead of the camera

#

or rather its attached to the distance only not the angle of the camera

soft shoal
#

there's a total of 5 games that have this issue (that i'm aware of)

storm tusk
#

very cool

ashen sonnet
#

Has there not been any updates since?!

soft shoal
#

it's severely unstable. i pinned the reasons why it's not really worth working on right now

#

Darko may still be making progress. i personally am not working on it anymore and won't be until some of the issues are fixed through Remix updates, or until someone with SKSE knowledge comes along

covert pawn
#

Not touched et since then, not gonna either.

dull ivy
#

I keep it on my back-burner. Every now and then I throw a new version of Remix at it, and keeping it in mind for when I return to making remix tools.
Just trying to nurse my way outta burnout at the moment.
The tools Im making for Bethesda games should make Skyrim easier but they will need porting... after... theyre like actually done in the first place 😅

Otherwise Im in the same camp as Kim and Darko.

soft shoal
#

i test it periodically as well, no solid improvements yet 😦

ashen sonnet
#

So I emailed one of the main Dev’s of skse last night and he responded stating he doesn’t think it would work since it’s a dx11 , but told him to come join the discord

#

He also thought we were talking about SE but he might feel different about LE

soft shoal
#

yeah, LE definitely works

#

hopefully he can provide some good insight

spare lion
#

So can someone explain why this 2011 game can work while others from 2006 can’t?

#

Also, why not Special edition?

soft shoal
#

SE is DX11. Remix needs DX9

soft shoal
unique abyss
spiral hare
unique abyss
#

2014 Roblox could have path tracing lmao.

ashen sonnet
#

Very strange

#

I’m crossing my fingers that dev takes the link I sent for the discord and saves the day

spiral hare
#

What are you counting on them to do?

ashen sonnet
#

Properly assigning lights with SKSE

#

Or port them

#

It’s the SKSE developers

spiral hare
#

To dx9 ? I don't think this will ever happen ¯_(ツ)_/¯

ashen sonnet
#

Hence the S in the gif

#

I’m not knowledgeable in the topic, but people here have said that SKSE and it’s functionality can fix assigning lights

#

Plus assuming SKSE developers know the Bethesda engine and it’s functions , it’s worth a shot maybe they might have fixes for other topics

soft shoal
unique abyss
#

Thanks, took a while to think of it.

soft shoal
# spiral hare What are you counting on them to do?

in FNV, there are some community made patches to fix a lot of things through xNVSE

examples:

  • pass through light sources from the base game
  • remove some meshes that break visuals
  • (soon) a mod that removes all fake AO objects to prevent vertex corruption
#

if we can pass through light sources with SKSE as well, we can then place new lights with mods for the base game instead of relying on Remix. this should be good enough

spiral hare
#

Am I mistaken, or SKSE refers to Skyrim Special Edition which is dx11?

soft shoal
#

Skyrim Script Extender

spiral hare
#

uh

soft shoal
#

i can see where the confusion comes from

spiral hare
#

Yea, so you refer as SSE instead?

#

to special edition

ashen sonnet
#

No

unique abyss
#

SSE = Special Edition

SKSE = Script extender

ashen sonnet
#

Skse is a script extender that is on both SSE and classic Skyrim

soft shoal
#

i just always said Skyrim SE or SE

#

didn't think to use SSE, lol

ashen sonnet
#

Yeah some people say sse but I always se too lol but I think he’s confusing the 2

lone timber
#

LE and Oldrim are common for the 2011 Skyrim version, SE, SSE and AE for the new version

glass igloo
#

i think skyrim LE needs skse level expert for remaster. And there is no incentive to work on it

#

other than it would be funny to do a remaster of original skyrim

ashen sonnet
#

Yeah he’s not interested guys

#

I asked if he knew someone in the team who might

#

But he knows how to do it he just doesn’t want to lol

soft shoal
#

that's a shame, but not unexpected really. i haven't seen many people in older modding communities interested in Remix

ashen sonnet
#

I wonder why though

soft shoal
#

our best bet is asking around in Skyrim modding circles for anyone who can reasonably use SKSE for such things

soft shoal
# ashen sonnet I wonder why though

from what i've seen, people just like the game the way it is with some fixes. another modding community i was involved in was the same way

#

it makes sense, but it also sucks

#

a whole new renderer changes the game entirely for them, and they just don't like that

ashen sonnet
#

I’ll keep looking

#

I feel like pure dark would know a thing or 2

#

Atleast I can play like this until then

soft shoal
#

we just need to find someone like BlueAmulet for this. just a community member who knows their stuff

#

i'm personally not too invested or interested in Skyrim so i haven't up until now. i might though

ashen sonnet
#

So rtx essentially traces the light sources, but what does Lux do?

#

Ah so you wouldn’t know about the lux mod?

soft shoal
#

nope, was just about to ask what it is, lol

#

Consistent and complete rework of Skyrim interiors lighting. This mod takes advantage of the latest developments in enb, including enb light, and has for main objective to offer a gaming experience as realistic as it is dramatic.
it just seems to utilize ENB to overhaul lighting

proper perch
#

Skyrim Special Edition has Community Shaders anyway, adds in a clustered lighting system that allows for a ton of lights at realtime, and also true lighting instead of enb's fake lights.

woven vale
#

LE is not fixed function, so you will have issues

soft shoal
#

is there no one that can help with LE?

#

and SSE will never work

woven vale
#

Nvidia have another project for RT on dx11

soft shoal
soft shoal
woven vale
#

disable broken render passes sounds like it would be incomplete

woven vale
soft shoal
woven vale
#

debating this is pointless to me

#

if it can register geometry and perform diffuse GI etc. i can work something out via SKSE. don't need 99% of what remix offers.

soft shoal
# woven vale debating this is pointless to me

i didn't know it was a debate, lol. i appreciate your insight, but in the end you're telling us to drop this project which is something we don't really want to do. the potential of Remix is higher than a dedicated ray traced renderer in SSE, as you can use very high polygon meshes without affecting the base game. Creation Engine really struggles with a lot of replacement assets

#

and for what it's worth, Skyrim does work right now. we just needed some small patches in SSE to fix some visual bugs

woven vale
#

Skyrim runs fine with high poly meshes actually

soft shoal
#

replacing everything in a given scene?

woven vale
soft shoal
#

the instructions are pinned already

woven vale
#

ah on mobile it doesn't show

#

will check out later thanks

soft shoal
#

thanks for taking a look

woven vale
#

i installed the inis, the config file

#

launched with skse

soft shoal
woven vale
#

companions

soft shoal
#

the main area that works is Riverwood

#

the other areas weren't configured or tested yet

woven vale
#

because for me theres only menu buttons, no text

soft shoal
#

like the pause menu? that worked fine for me. general UI was not working properly though

woven vale
#

im ingame in riverwood

#

but lighting is seriously broken

#

theres no specular textures or normal maps

#

its like it's only the raw vertices with uvs mapped to the diffuse texture

#

skyrim has 11000 shader permutations

#

trees are not animating

soft shoal
#

yes, there are issues. a lot of that stuff is fixable through manual assignment in the toolkit

but we need patches to justify the work. the main patches that we'd need to progress are similar to the NVSE patches:

  • lighting passthrough from the base game (so we can place lights in the original game through mods to show up in Remix)
  • rework culling (so reflections function correctly and so there's no light bleed)
  • preferably a rework of water, as that doesn't show up at all currently
#

culling is less of a necessity

woven vale
#

first two dont matter, fix the shaders first

#

water is very complicated. again, shaders

soft shoal
#

i understand this stuff

woven vale
#

it looks like remix is completely ignoring the shaders. which makes sense because the game is not fixed function

soft shoal
#

they'd have to be rewritten as fixed function to work here

woven vale
#

so you need to modify remix and reimplement 11000 shaders

#

so not possible nor testible

#

don't waste my time

soft shoal
#

dude, you joined here and started asking about it. stop being an asshat and maybe we can get somewhere

#

like really. you're not giving me any time explain what the problems are or how they actually work with Remix

the majority of the shaders do not matter. there are only some that need to be fixed, but realistically we can ignore all of them and reimplement them through Remix with time and work

#

water and trees are about the only things that need to be redone here. the rest can be fixed manually in Remix

woven vale
soft shoal
#

which was the goal to begin with

woven vale
#

that sounds like an impossible task though

soft shoal
#

there are many ongoing projects in this server that are replacing the majority of assets. for Skyrim it'd be no different

we would leave a lot of smaller assets or things like walls that look fine enough with their default meshes

#

but any particularly low poly or problematic assets would be redone

woven vale
#

but i just said normals and specular lighting don't work

soft shoal
#

it doesn't matter because those can be redone in Remix

woven vale
#

so it sounds like grand plans with none of the basics done

#

"we would leave a lot of smaller assets or things like walls that look fine enough with their default meshes" -> doesn't work if not replaced

soft shoal
#

you can keep the original assets and just assign the textures that are missing, it's trivial

#

we'd be replacing the textures and keeping many of the meshes

woven vale
#

so surely one of the first tasks should be to use niflib to just convert all assets to the omniverse format, no?

soft shoal
#

we can dump the assets in Remix itself. we then import those into the toolkit and work with them

woven vale
#

remix is not niflib/ly/whatever , it has no idea about the actual mesh information

cold tartan
#

you should probably go watch a video or read something about how remix works and what it's capable of

#

remix has the ability to capture entire scenes in usd format

soft shoal
#

also read through #remix-beginners-guide if you haven't

#

there's a lot of assumptions you're making about Remix that just aren't accurate

cold tartan
#

^

#

the new 2kliksphilip video on remix goes over everything pretty nicely with an example using hl2

#

not exactly the same as skyrim due to it not using shaders, but the general workflow for asset replacement would be the same

woven vale
#

but when we are talking about what, 1000s of meshes? it's problematic to replace them

#

so why not automate the initial conversion of assets

cold tartan
#

if you wanna spend time building something that can convert meshes to the exact format remix needs as a usd file, with all the hashes and everything included, when they already have a way of doing that that just works differntly than you currently are expecting, be my guest. But don't be mad at me when you've realized you wasted your time

woven vale
#

remix is a generic tool, it has no idea what a soft lighting map or shader parameters are

#

tons of material parameters, flags, textures which remix as a generic tool cannot understand, someone has to manually set that up

#

which means you have 1000s of meshes to manually import

cold tartan
#

I guess i just lack the context of skyrim in particular as to why any of that is important or not possible with remix. To me, it seems like a pretty simple solution to just have remix capture what it can and manually import anything it cant rather than try to build out a converter program

woven vale
#

yeah i'm trying to make the point that it's about skyrim specifically

#

at the most basic level all you need is to

  • convert meshes to 100% usd format so that you can avoid using the non-fixed shaders
  • disable things like the sky which don't work
  • import a HDRI/sky with a fake light on the scene
soft shoal
#

it's not as big of a deal as you keep making out

woven vale
#

im saying it should be relatively simple

soft shoal
woven vale
#

ah, nice

soft shoal
#

convert meshes to 100% usd format so that you can avoid using the non-fixed shaders
all of the meshes in the base game are there in the Remix version though, so i'm very confused as to why you keep proposing this

my rtx.conf file had trees and foliage hidden as it was bugging out quite a lot and wasn't worth having enabled currently

#

the only thing (that i noticed) missing was the water

hot garnet
#

yeah I'm getting confused reading this. Remix doesn't need everything to be converted just to render

woven vale
soft shoal
#

and i already said that we'd be replacing textures, so missing normals don't matter

woven vale
#

on 1000s of assets?

soft shoal
#

yes

#

it'd be a long project, but there are many people that want to see Skyrim reworked like this

hot garnet
#

remix handles it

woven vale
#

remix can't handle vertex normals/alpha/color

#

unless you export the original mesh, add it back in i guess?

soft shoal
#

alright. i misread that last line

vertex normals manipulate the mesh to give the impression of more detail, correct?

#

we'd be replacing most of the larger meshes, such as terrain. it should avoid this issue

woven vale
#

vertex normals is what you apply normal maps to

#

otherwise you can see the polygons

#

you are saying you will replace 1000s of meshes but don't know about normal mapping?

soft shoal
#

no, i had the misfortune of looking it up and misreading that as well

#

we can use meshes with millions of polygons without a performance hit. currently Remix has no support for vertex normals as far as i know, so that's the only option

soft shoal
woven vale
#

im just trying to understand who is doing it

soft shoal
#

there are many people involved in this project

#

it's been dead for a long time because we've needed SKSE patches, and had no one to perform them

#

until those patches, performing replacements is a complete waste of time

hot garnet
#

you're skipping like 40 steps

soft shoal
#

right now replacements don't totally work in Remix for Skyrim. however i have seen signs of this improving over time, and i think eventually it will work

our current priority is NOT to replace meshes or textures, it's to get the base game working well enough to justify this

soft shoal
# woven vale ^

those points are still missing the main issues with Skyrim

#

those come later

hot garnet
soft shoal
#

what i'm asking for in SKSE patches is this:

  • fix water
  • fix trees if you want, not a priority
  • rework culling
  • reverse engineering the shader that handles particles would save a lot of time, but isn't fully necessary
#

that is all that's necessary to have a functional game

#

the rest is fine

woven vale
# hot garnet explain why we have to convert the meshes to usd?

skyrim is not fixed function. remix is somehow rendering them but only the raw vertices + the diffuse uv. remix applies a fake light source but it's not actually applying to the real version of the mesh. it's not like remix on fixed function games where it generally understands what is going on already

hot garnet
soft shoal
#

you are not

soft shoal
hot garnet
soft shoal
#

it really would help a lot if you watch a video on Remix. the idea of having SKSE patches is exciting, but if you don't understand how Remix works there's no point in this

#

@woven vale i understand you're knowledgeable about Skyrim, shaders, etc. the problem is that much of the knowledge you have just doesn't transfer to Remix in that way. it's not relevant to the current issues

#

all we need is for the most basic issues to be fixed, and we can do the rest

hot garnet
#

^which requires someone who knows their stuff to be clear. So we would appreciate the help but you gotta work with us when we're telling you what Remix will handle or doesn't need

woven vale
#

observe how the lighting looks low poly in skyrim, but not morrowind

#

on morrowind it can use smooth normals

#

you can't on skyrim i don't think

cold tartan
#

but that wouldnt matter with asset replacement right?

hot garnet
#

we can use normals with remix

#

it doesn't touch the base game's assets

woven vale
#

normal maps are not the same as vertex normals

cold tartan
#

Yeah vertex normal don't work on anything shader based. I finally understand what you're suggesting now (i think)

hot garnet
#

that would be above my paygrade ( @ashen cobalt pepe_love )

#

but vertex normals are a part of the mesh aren't they? with mesh replacements that wouldn't be a problem

cold tartan
#

Correct me if i'm wrong, but you're suggesting replacing all the current remix-captured asssets with the originals, but properly exported with their vertex normals so everything is smoothed, that way everything looks correct. right?

woven vale
#

at this point i'm turned off. it shouldn't be that difficult me to explain basic rendering issues and be treated like i just don't know what im talking about

#

wish you all the best

hot garnet
#

we're explaining that basic rendering issues don't all affect Remix, only some of them

woven vale
#

ima go back to adding GI to SSE

hot garnet
#

with all due respect, we've dealt with modders of a given vanilla game who genuinely just can't wrap their heads around Remix. I had it on my own project where I was told my ideas wouldn't work, game would break, performance unplayable. And they were wrong, it worked perfectly

woven vale
hot garnet
#

and those were the best modders in that game's scene who made huge progress on their own native game remaster. Canned due to the instability of the engine

hot garnet
# woven vale ive definitely been proven wrong here. its a weird system but makes sense

yeah it gets weird for sure, I've had to change my understanding of getting some things to work in ways that are totally different from raster or base game stuff. We've had modders make some games viable in Remix by altering the rendering/native shaders, and that's what we need help the most on with Skyrim to my knowledge (I personally haven't followed progress here)

#

Xoxor was able to get up to Call of Duty Black Ops 1 to be compatible which we never thought would happen. But his knowledge of the game and how Remix interacts with it made it happen

#

I do think Skyrim modders who work with the game's shaders could pull off what's needed to enable less technically minded fans (more artist oriented) to make a full pathtraced remaster of Skyrim

#

without the people with that expertise, we can only progress so far of course

#

I ask that you reconsider, we would really appreciate the assist. It's possible the amount of work needed to make significant progress with Remix is less than you think. But we respect whatever decision you make

polar shore
# woven vale skyrim is not fixed function. remix is somehow rendering them but only the raw v...

Remix does not generally render more than a diffuse map by default, nor is it meant to. If a game utilizes more than that, it all has to be added back via replacements. I have had experience using the script that Kim mentioned earlier and made and it did a fantastic job of automatically assigning normal, roughness and emissive textures to a game that used tens of thousands of textures. All I had to do was extract the textures from the game's archives, batch convert the normal maps to octahedral format via Chainner, inverted the specular maps, batch renamed all of the relevant textures appropriately so that the script would recognize them, and ran it. Some manual work was (and is still) needed for some objects that used different diffuse maps but shared normal and/or specular maps, etc. Plus there is the matter of setting objects that are meant to be translucent as such, which has to be done manually as well, but the vast majority of the work was done by the script.

soft shoal
hot garnet
#

^he's the one with far better understanding than I @woven vale

#

well that msg timing is awkward lol

soft shoal
#

sorry, lol. messed up that message

hot garnet
#

was referring to boba^^

polar shore
# hot garnet was referring to boba^^

Oh, at this point, you've done far more than I when it comes to hard work with Remix. I've seen what you've been working on and I am honestly quite impressed. I wish I had a fraction of your talent.

cold tartan
# soft shoal i understood this but i thought that Remix didn't support it. cool

well, you're correct. Most things i've seen rendered with shaders lose their vertex normals and give you that polygonal look. For example, in incredibles when i accidentally had the shader mode on, mr incredible was very polygonal looking. Not sure what the limitation is there, but yeah meshes like that wont look right unless replaced

soft shoal
#

it happens in Barnyard as well

#

along with FNV and i think Oblivion too

hot garnet
#

it doesn't happen with Republic Commando, but that game is mostly fixed function

soft shoal
#

anything that uses shaders to render the terrain i believe

hot garnet
cold tartan
#

I didn't get a reply, but i think doodlum's suggestion had to do with just auto-replacing all the assets with extracted versions so that everything would render right, and using that as a baseline. Which doesn't really matter if you plan on replacing everything anyway, but yeah. If that's correct, i see why that was confusing for all of us, because normally we wouldn't do something like that for a game

soft shoal
soft shoal
cold tartan
#

i think you're still missing something about this

#

its not that remix doesnt support vertex normals. it's that geometry generated by shaders doesn't give that information to remix (or at least remix doesnt use it), so the suggestion was to export the meshes from skyrim and then literally just replace all the shader assets with those exported ones. That would therefore no longer be utilizing the models extracted from the shaders by remix, and using the replacements instead (like any other type of replacement), so it would render right

#

its actually a really good suggestion that can apply to any of these games with that same issue

soft shoal
#

but what i'm still confused about is why it'd render differently if it weren't for vertex normals?

cold tartan
#

im not sure what you're asking

soft shoal
#

replacing the meshes with the originals ripped right from the game improves rendering. what's responsible for the improvement?

cold tartan
#

imagine if when remix extracted transparent textures from a game, the transparency was missing on all those textures. You could then just extract the textures externally and use remix's asset replacement to replace the textures with transparent ones. Since remix supports using transparency in the textures, it would just work

#

by default, its rendering something with missing information. if you asset replace with an extracted version that does have that information, then it corrects the issue

soft shoal
#

what i'm asking is: what is the missing information?

cold tartan
#

vertex normals

soft shoal
#

that's what i said from the beginning then, lol

#

i didn't know vertex normals were supported, as basically all of the games i've worked with had this issue. if i did know that, i'd have agreed with the replacement method

#

it does sound like a great solution that'd be fairly easy to automate

cold tartan
#

unfortunately it sounds like we lost doodlum's interest due to this misunderstanding 😦

ashen sonnet
#

Idk what I missed but it sounds like we have a solid team who can figure out some serious progression Skyrim rtx remix

#

@soft shoal @woven vale you both seem to know a lot of your own lanes. You should use that information to further a project for Skyrim

cold tartan
#

doodlum left the server so i dont think they'll be helping unfortunately

soft shoal
#

Discord shows them as still being here for me

#

and i'd be interested in continuing the project. we'd just need to cooperate better

cold tartan
#

facepalm i was looking at the mutual friends tab not the mutual servers one, ignore me pls

soft shoal
#

lmao that emote

polar shore
cold tartan
#

ah that explains it then

ashen sonnet
#

Yeah isn’t doodlem also the guy who made the motion blur mod?

#

Or am I mistaken

#

You guys are arguing and trying to top each others knowledge when you both know a lot of useful shit lol

#

@soft shoal @woven vale

woven vale
#

do not ping me or you will be blocked.

hot garnet
#

yeah it's definitely a bit much. People will check messages whenever they do

soft shoal
#

anyway, yeah. stop pinging

dull ivy
# woven vale no normals, vertex normals or alpha, specularity, environment mapping, soft ligh...

Ive been writing my own tool for Bethesda games to extract game files from .bsas and auto setting them up in the format expected by Remix, so any time they show up they automatically override.

Its working fairly well in Oblivion and Fallout 3, giving me the normals and allowing me to extract roughness and emmisive information just fine; but I havent implemented .ba2 support yet.

Even still, these are big projects and take time; we've just got a few comparatively small but highly technical roadblocks atm.

All games have issues with culling and a few specific troublesome shaders (as Kim said water & trees predominantly) and all need a little love with passing their lights to dx9 in a way Remix can sniff out.

If you're not keen on doing it, feel free to DM me or drop info in this thread if you have a solution for decomp, modification and recompiling of Skyrim LE's shader format. An MIT licenced codebase or even just a binary tool would be great. Im currently working on the older game's packaged shaders, but Skyrim uses a new format I'm not as comfy with so any help there would be appreciated 👍

dull ivy
soft shoal
#

yeah, toward the end of the conversation we figured that out. i really had no idea Remix supported that, which led to most of the confusion 😢

dull ivy
#

Oh

soft shoal
#

i do apologize for any unnecessary hostility (to doodlum). it was just a very frustrating conversation

dull ivy
#

Uhhh should I not @ or reply to Doodlum?
I see something about pings = block. If Doodlum isnt interested in working on this Ill leave them outta it

soft shoal
#

they don't have any further interest afaik

hot garnet
#

other guy did it excessively

#

a one time ping to reply is fine

#

if they have a problem with it they can mute the server

soft shoal
#

(maybe)

dull ivy
#

Coolio hoolio 👌

soft shoal
#

your name is great btw. coffee will save us all

dull ivy
#

Ahhh, yea Vertex normals did work, pretty sure vertex normal capture got broken by a regression at some point, not sure if it works again or not.

soft shoal
#

i'm pretty sure it never worked in a few other games i've seen this in

#

it'd be great to have it fixed in Remix itself

dull ivy
#

I think it worked briefly in Oblivion. Like.. very shortly after 2.0
If I find out what version Ill lodge another issue specifically about regressions again 😅
(hey crew, u dropped this :kappa:)

covert pawn
#

Tho this works in FNV , i think i tested it long time ago in Skyrim too , it worked.BUT...its not a complete solution cause in FNV it flips the all the reflections upsidedown

#

All dat arguing for nuthin' 😄

covert pawn
#

And this doesnt effect everything.NPC's skins still look bad (in both Skyrim , FNV).In skyrim its even worse, Some Geometry gets smoother , some stays the same, and some gets even more messed up/you can see dark triangles when capture normals from shader is enabled

soft shoal
#

so i turned it off in my conf file

#

very odd

#

that happens in Barnyard too

#

oh i see why. i never looked at anything close with it, only distant objects

#

look at the rock in the background. it has noticeable artifacts with it enabled

ashen sonnet
#

Sorry for pinging. I did ping one more time just because I really want to see a team develop for rtx remix for Skyrim.

proper perch
#

Reading the previous conversation hurts.
Getting the other texture maps such as the normals, emissions, roughness, metalness is already easy enough to do. I have a script for FNV that processes all of the .nif files and sets up a usda to relink all the textures with the diffuse, it should be possible to use with Skyrim as well.
"fixing" Skyrim's shaders with remix is not important, remix doesn't use the shaders at all. Modifying Skyrim's renderer to be more friendly to Remix's fixed function input is what was necessary. This would include ensuring the diffuse is always the first bound texture (probably good already from what it seems), that the diffuse gets unbound whenever the current draw call doesn't need textures (this is an issue in FNV at least), and that the engine information about where lights are in the scene get's pass along to remix via d3d9 SetLight calls.
No fake lights would need to be added to remix if it's just using engine lighting via a skse plugin, and lights could be altered, moved, removed, added, etc, in esp as you normally would. Remastering all the meshes and texture later won't be worth it if the basic critical info like where lights are is missing.

soft shoal
#

@covert pawn this is what happens when i turn on "Capture Normals from Shader" in Barnyard

#

it causes the ground to look distorted and broken. the same thing happens in NV if you look in the distance

#

however, the character model is improved

covert pawn
soft shoal
soft shoal
covert pawn
#

Parts of the torso smoothed out(the lower part only! HAH! 😄 ) , but the arms... 🤷‍♂️

soft shoal
#

i'm not sure what causes the inconsistent appearance. it's very frustrating though

covert pawn
#

@soft shoal With emphasis on the 2nd comment.
Tho i may have exaggerated with "all that arguing for nuthin"

Even tho some of that arguing seemed for nothing really.Missleading conclusions about the roughness, normal maps and stuff like that, and then drawing conclusions that remix is broken or whatever when he was inside the companions lodge,cause he didnt know he had so select emissives to see what actually is going on...

soft shoal
soft shoal
#

latest builds of Remix totally killed Skyrim

#

well, not totally

#

it's just REALLY messed up

#

what i was initially greeted with

#

after some tweaking

#

we need a mod to remove the atmosphere mesh, just like FNV

#

and @covert pawn, the vertex explosions are happening in Skyrim now too

#

@main oasis this is more of a curiosity than anything. instead of the water in Skyrim simply being invisible, it's now projecting the viewport onto it

#

this is the newly modified rtx.conf

covert pawn
chilly crypt
chilly crypt
#

it works with that and the ignored textures listed here

chilly crypt
#

waters not showing but its fine

main oasis
soft shoal
# chilly crypt try this

i packaged it up into a mod file with this structure:
data\meshes\Sky\atmosphere.nif
it doesn't seem to work

#

i may have just done it wrong

soft shoal
main oasis
#

🤷 shaders are wierd

chilly crypt
dull ivy
#

I didnt know that Remix could load .nifs from file?
Ive just been adding the atmosphere mesh hashes to my rtx.conf ignore mesh list (but haven't tested Skyrim recently)

soft shoal
#

i didn't do it through Remix, i did it through Mod Organizer

vast knoll
#

I ended up porting skyrim special edition as a test (proof of concept only)

#

though perf is abysmal, as expected on this card

soft shoal
#

wow. how did you go about doing that?

vast knoll
#

a bunch of patched hdremix code, a bunch of patched game code, and awful device interop hacks (vk<->dxgi)

ashen cobalt
#

oh riiiiiiiight. Special edition is 64 bit! I didn't even connect the dots, that you can just use the API.

soft shoal
#

i'm not really familiar enough with hdremix to understand unfortunately

vast knoll
#

draw calls in the main gbuffer pass are forwarded to remix and results get copied back to the game

hot garnet
#

Wow, that's incredible

chilly crypt
#

what you do just rename the dll to dxgi?

#

im curious because i want to experiment

soft shoal
polar shore
#

This is really impressive stuff. If this comes to fruition fully, it might actually help Remix garner more interest in the Skyrim community at large. Special Edition has more or less overtaken the original as it is anyhow.

soft shoal
#

the Skyrim community is pretty toxic imo, so honestly i'm not too excited for that

jaunty swift
#

Yeah, Bethesda games do seem to attract a certain toxicity. Be that as it may, I'm hopeful Remix will make some inroads someday. It's got great potential!

mystic jacinth
faint abyss
vast knoll
#

spoiler alert: toxicity isn't unique to any community. modding communities are no different. gather enough people and they'll find reasons to hate each other

soft shoal
#

i haven't seen many quite as bad as these, hence my hesitation. i've been involved in modding many different games

#

but yeah, if we want this to go anywhere we'll need it anyway. it's offputting enough though that i may not participate in this project in the long run

mortal lava
soft shoal
#

the problem is that to get anywhere on this, you'd have to actively work with those people

#

i already had a taste of it here, and it's not something i want to do

#

the main reason i've worked on this project so far is because it's a technical feat. this game realistically shouldn't be working with Remix, at least not as well as it does. getting it to a good state would be amazing

#

but i don't much care for Skyrim itself and its modding community even less so from my experiences with it

#

there are kind people there, but honestly they seem far less common than the other type

mortal lava
#

I feel ya

jaunty swift
#

I think people get full of themselves and what they know and refuse to entertain anything else. It's impossible to work with people who can't see the use of something outside of their pre-existing knowledge.

dull ivy
#

I just hope that I haven't pissed in anyone's cornflakes here with what I have or haven't been doing, but please do let me know if you think that is the case.

soft shoal
#

afaik you haven't, and haven't even done anything close 😛

#

i hope it haven't either

dull ivy
soft shoal
#

that's good to hear 🙂

#

thank you

dull ivy
# vast knoll a bunch of patched hdremix code, a bunch of patched game code, and awful device ...

Heya Nukem! No pressure if it's a bit of an ask, but can you recommend any resources/tools/videos etc if I wanted to learn what I'd need to follow in your footsteps on this?

I've been trying to up my game when it comes to modding and programming, but a summary for what I'd need to learn to start trying something similar would be a massive help 💚 (but I understand that might be a massive rabbit hole so just let me know if it's a bit too much of an ask to summarise and I'll see what I can find on my own)

marble harbor
#

Reverse engineering and graphics programming in general

#

C++ as a base

faint abyss
# soft shoal but i don't much care for Skyrim itself and its modding community even less so f...

You are right, as an independent modding platform, sandbox and game service Skyrim has already taken place independently.

But there are also other projects based on its engine, such as Enderal, they are so good and well-designed that it’s hard not to immerse yourself in them.

But in general there are projects that need an RTX remix more than Skyrim which today doesn’t look bad and gets much more than the games that came out at the end of the 2000s

dull ivy
vast knoll
# dull ivy Heya Nukem! No pressure if it's a bit of an ask, but can you recommend any resou...

for some reason people love to ask me incredibly broad questions like this and the short answer is: there is no real answer. there's no guide or book on earth that can tell you how to reverse engineer skyrim's model loader, texture loader, and d3d11 RHI so it can be replaced with hdremix. spend a large portion of your life playing with c++, x86 assembly, and renderers. eventually the knowledge is just ingrained.

first, get comfortable with c++. second, understand how gpu commands are submitted through their respective APIs. you don't need to learn advanced rendering techniques in this case. third, learn how to reverse engineer binaries.
basically what Che said.

if you reduce the scope to, say, "I want to augment remix using my game's active light coords/config", then you're able to skip 70% of the process because you simply pass existing data structures to remix's API. I believe this is akin to xorxor4d's work (?) and it may be worth asking for his opinion instead.

definitely a massive rabbit hole. hopefully I'm not too discouraging here frog_upsidedown

dull ivy
# vast knoll for some reason people love to ask me incredibly broad questions like this and t...

Sorry for the broad question, I figured you'd be sick to death of "tell me exactly how to do this and be my personal tutor" so I thought I'd just ask if you had some interesting references or recommended reading before just getting on with it 😂

I've been doing my best lately to get more comfortable with reverse engineering and have some C++ background, albeit rusty as hell.

Honestly it's just promising to see an example of an otherwise very incompatible game getting forcefully patched to at least talk to Remix. Super cool to see and thanks for posting it here!
It's given me a few threads to pull on anyway melziiChefziiKiss

vast knoll
#

in theory I can patch any game I want to use remix. it's a function of time more so than anything else

soft shoal
#

don't tell the people asking for GTA V 😛

dull ivy
#

As far as DX10 and post games, I would love more than anything else to work Remix into Fallout 4, which I think would be a phenomenal technical challenge melziiHYPEROO I love that game but hot damn I hate it's lighting.

But uhhhh for now I'll stick with Oblivion, try and patch it's camera occlusion check. Keep it, yknow, somewhat doable at my current level of expertise 😂

covert pawn
#

Nukem:How much 💰 for Assasins creed 2?

#

😁

faint abyss
soft shoal
#

i agree, but FO4's art style also causes some pretty glaring issues with it

#

specular highlights on materials just look abysmal in most places

faint abyss
#

For me it’s already a miracle that RTX remix is ​​compatible with Skyrim, There is a glimmer of hope in my chest that one day I will be able to play Enderal with the rtx remix turned on

woeful mason
vast knoll
woeful mason
#

Ah, gotcha! Thanks for clarifying!

#

It is one of the intended ways of using Remix API, trying to put it into the projects with available source code OR hack-hook to non-d3d9 64-bit apps

vast knoll
#

yeah, kind of like a back door. I noticed there's a lot of caveats involved

woeful mason
#

Sadly Remix API is not as vast at the moment in its functionality, but we'll see

woeful mason
#

Or maybe something different, specific?

vast knoll
#

I'm trying to remember the changes I made...not at my home computer at the moment

woeful mason
#

Ok, no problem, ping me, if you'll find them, will try to promote them

vast knoll
#

I already worked around them in hacky ways

#

though I'm not sure what the "correct" way is

#

e.g. scene export doesn't work properly. remix separates d3d9 meshes/textures from remix api meshes/textures (beware: I'm using older commits)

soft shoal
#

posted a small update of Skyrim's current state

hidden carbon
#

@vast knollwould it be possible to do the same with Fallout 4 since the code is kind of the same?

#

as much as I love New Vegas the game just isn't very stable no matter what you do so fallout 4 would probably be the best game to add Ray tracing to if you are going to add it to a fallout game

dull ivy
# hidden carbon <@205094306434908160>would it be possible to do the same with Fallout 4 since th...

To answer on Nukem's behalf: theoretically yes, or at least most likely. Probably not practical but technically possible.. discounting the possibility of some unusual showstopper issue.

It would almost certainly take a very long time and a very large amount of effort from one or more people with a strong enough background in both reverse engineering and the relevant directx apis.

Nukem's proof of concept is very very cool and while I assumed it was possible I sure didnt expect to see anyone actually do it.

But with the nitty gritty of reality out of the way it's very fun to imagine what it could look like melziiFeelsWowzii

soft shoal
#

the idea of Fallout 4 actually looking great is exciting, lol. but i know it is pretty much never going to happen

#

plus... imagine the performance and amount of fixes you'd need to do

hidden carbon
#

😔

#

Thanks for answering

vast knoll
# hidden carbon <@205094306434908160>would it be possible to do the same with Fallout 4 since th...

SSE was developed first and fallout 4 later branched off that codebase. both games share large chunks of code and general design but they're still "different" from my perspective.

a few notable changes off the top of my head:

  1. bethesda switched to a deferred renderer
  2. bethesda made extensive use of geometry batching/instancing (colloquially known as previs/precombines)
  3. proper texture streaming via texture arrays

while these are annoying technical hurdles, they aren't showstoppers by themselves. I could force F4 to do my bidding with enough hooks similar to the skyrim PoC. however, once you start taking a peek at its advanced (relative to d3d9) post-processing techniques using information derived from the deferred gbuffer pass, the real walls appear.

e.g. how do you replace screen-space SSS? material blending? decals? water displacement maps? storm effects? tonemapping? how much can you tolerate without? when does it cease to be F4's renderer?

remix can't handle those fundamental problems. "would it be possible?" is better phrased "how much are you willing to forgo to use path tracing?" is it still technically possible? well, yes.

cobalt basalt
#

surprised to see nukem here

vast knoll
#
static uint64_t globalHashCounter = 1;

for (int i = 0; i < 5000; i++)
{
    materialInfo.pNext = &opaqueInfo;
    opaqueInfo.metallicTexture = L"C:\\my\\custom\\texture_metallic.dds";

    materialInfo.hash = globalHashCounter++;
    materialInfo.albedoTexture = L"C:\\my\\custom\\texture.dds";

    Remix::GetInstance()->CreateMaterial(materialInfo); // Call succeeds
}```

@woeful mason texture streaming breaks when creating materials as shown in the snippet above. remix overfills vram (11gb) and then it spills into system memory. I get about one frame per minute at that point.

do you know if this is by design? possibly a side effect of loading raw dds files? I was kind of expecting remix's api to handle texture deduplication like its d3d9 counterpart
woeful mason
#

Hmm.. the textures should've been "deduplicated". The shown behavior is not by design..

I guess something fails in the asset loader 🤔 (Not sure, but I speculate that since there are no actual D3D9 draw calls, nothing extends the lifetime of loaded assets), it's a Remix API bug, will file internally!

vast knoll
#
source\remix\remix_c.h(759,16): warning C4189: 's': local variable is initialized but not referenced
            BOOL s = SetDllDirectoryW(dirToRestore);```
silencing this warning would also be nice if you're in the area
woeful mason
#

Oof, yeah, will tweak, thx 🙂

vast knoll
#

I resorted to the cursed option of replacing all materials with alduin's bones

#

at least until I care enough to debug it

covert pawn
#

Alice in chains - them bones starts playing

serene plaza
woven vale
#

@woeful mason we should be able to look into remix api when it's out. mostly on a deferred renderer at this point.

#

we can supply

  • all rendering transform, textures, material data, etc.
  • all point light, directional lights
  • vl/fog data
  • sky/lod cubemap
  • pbr roughness map
  • weather time of day, astral body position
  • all deferred buffers
  • large water bodies as a height level, water mask/geometry
#

probably everything in its most raw form

#

assuming that this is effectively requiring us to just submit objects mapped to ids, and it digest them. sounds pretty straightforward.

soft shoal
#

ah, you decided to come back

hot garnet
#

Welcome back peepothumbsup

woven vale
#

we should have an sse channel probably

#

though id rather nvidia just joined our private dev channel

hot garnet
#

Ah is there only one Skyrim channel? That's a good idea. Also sounds like you want to look into the API?

woven vale
#

sdk/api yes

hot garnet
#

So the thread would be something like "Skyrim: Special Edition (Remix API)"

woven vale
#

mayb SDK not api

#

because there's multiple apis which aren't integrated natively

soft shoal
#

just make a new thread in this channel. if it gets far enough, Nvidia may participate

hot garnet
#

I think it's kind of a catch all, naming is a bit confusing

soft shoal
ashen cobalt
#

if this is for the OG skyrim then it should be renamed to Skyrim Legendary Edition

#

as that's the name of the non special (64 bit) version

hot garnet
#

Nvidia's absolutely interested in seeing what people do with the SDK/API. Guy you tagged especially. He'll come around

soft shoal
#

Skyrim Legendary Edition

hot garnet
#

If you need a message pinned just tag me and I'm more than willing to throw it up there. I'd tag @.sultim again in the new thread just so he can see

woven vale
#

so it would be Skyrim Community Shaders (SDK, DX11)

hot garnet
#

It would be its own project for sure

ashen sonnet
#

me when buhh

ashen sonnet
#

Here after a few months! Seems like there is a new update

#

Let’s goooo

#

One step closer baby

#

Anybody know when rtx remix is actually out

ashen sonnet
#

I'll see myself out

vast knoll
#

texture tiling

#

texture tiling everywhere

soft shoal
#

yeah 😢

#

sadly it hasn't happened yet

vast knoll
#

I suppose I can emulate noise instead

ashen sonnet
#

I gotta say though this is looking very promising now

woven vale
#

technically the data could just be stored as a set of points in a data structure

#

since it's 32x32 per cell

vast knoll
#

remix has no concept of game-side programmable blending or pixel shaders. even with the data available, it's generally useless as-is. and that's been my only real fear since the beginning

#

but we'll see

woven vale
#

yeah my thoughts on this are effectively, if NVIDIA aren't going to support such a use case then I'm not going to try. Because they could literally break it any point, even if it did work.

#

It's not particularly a maintainable project

#

probably better to just do a GI/reflection pass instead of full RT

vast knoll
#

although this is as far as I'll bother for a while. too many hurdles

vast knoll
#

...and for some reason it's generating NaNs/INFs that manifest as sparkly dots on the ground. I haven't figured out why just yet

chilly crypt
marble harbor
#

By manually hooking it up through the remix api

#

Meaning reverse engineering the game and making a fork of remix's dxvk/your own dll to talk to the renderer, idk the intended use, haven't looked at the api myself

vast knoll
#

the hand-wavy gist of it is "replicate what Remix does with d3d9 commands to reconstruct scenes, but using d3d11 instead". I've elaborated a bit more in the chat history.

#

initially I planned on embedding remix calls directly into game code. it didn't work out as nearly as well as I'd hoped. so now, I rely on wrapped d3d11 interfaces to capture rendering commands, and with supplemental information from game structures, feed them to remix's api.

#

it's not super difficult or anything. all of the games I tried ran into the same problem though: remix can't handle complex pixel shaders or blending. particles/SFX are out of the question.

vast knoll
#

@woeful mason you wouldn't happen to know why lights and skinned meshes lag several frames behind the rest of the world, would you ^? I'm not not sure whether it's a consequence of how remix works or something else. I don't know if I'm asking the right person for this either.

woeful mason
#

remix can't handle complex pixel shaders or blending
Yeah... even now, we're quite bound with the amount of code that exists for ray tracing shaders: more shader code => higher register pressure / more control flow indirection / shader compiler, scheduler can't predict complex branching => worse performance.
Vertex/Pixel shaders are app-defined with various logic / memory fetches.. Reverse-engineering of D3D/VK byte-code on the fly and re-injecting into RT byte-code, hard to think about amount of shader variations... At the moment, we don't have a successful implementation of general-purpose shader-processing processing 🥲

skinned meshes lag several frames
Skinned meshes use any valid available camera matrices, maybe those come from a previous frame -- as current frame didn't submit "good" camera matrices yet, or might be a Remix-internal multi-threading bug 🤔
lights lag
In the video, it's just the debug-representation that lags -- it uses last valid camera matrix, which might come from prev.frame...

vast knoll
#

yeah, JITing pixel shaders into rayhit shaders would surely be something for the ages. I can't imagine how badly GPU occupancy would suffer - my 2080 ti already sits around 30%. that'll stay a pipe dream for a while 🤣

#

I submit camera information before lights and before geometry via the API. I haven't been able to track down why it behaves this way so I was kinda hoping it was due to caching I wasn't aware of. seems like it's not the case. though I did refactor a chunk of remix's code for performance reasons, but it doesn't make sense why it'd break lights/skinning specifically.

the lights do lag behind when looking at shadows. it's hard to tell in the video since I cut it to under 50MB.
edit: thanks for the response

soft shoal
#

Skyrim LE again. lol

#

yeah so Skyrim has just seen massive regressions unfortunately

#

no matter what i do, i can't get valid visuals anymore

#

and apparently updating bridge.conf to the new version, even with everything commented out, will crash it

#

somehow managed to get it again

covert pawn
soft shoal
#

i ended up doing a complete fresh install twice, and it fixed it. must've been some leftover file in there

#

the old conf however is broken. not sure why or what happened

covert pawn
#

So...every thing still the same 🙂 ? i mean improvements

soft shoal
#

preeetty much

#

it's even more unstable now though

soft shoal
#

(it was borderless)

young sky
#

these are just the original textures poorly upscaled btw

soft shoal
#

not all of them

#

some of them are legit higher resolutions

#

but a lot of them are really bad 😦

#

same for FO4

ashen sonnet
#

any update

soft shoal
#

nothing

dreamy shuttle
#

Hey @soft shoal i would love to see some of the characters upscaled for skyrim! is that available?

soft shoal
#

🤔 i'm not sure what you mean