#Skyrim Legendary Edition
2654 messages · Page 3 of 3 (latest)
interestingly it only works with one of the view modes. "in world view" breaks it
i decided to just try to get the sky working well enough instead of relying on it
You sure it's just not underground?
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
fused world view? Doesn't it move the light around the camera
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
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
yea immediately saw
it's so laggy in game that it's hard to tell well, lol
Yea I saw because I can constantly switch between the two
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
In bf1942 for example, everything but the terrain is red
ouch
So it all disappears if I turn off alpha
didn't someone make a script to automatically mark all captured materials as non opacity?
i might give that a try
Well didn't we?
i don't remember. it'd be funny if i made it though
With a slight modification to the RoseQQ's script
oh yeaah it was you
It didn't worked
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
OV has that debug view too?
or you mean the general look
Yea but it should do that either way shouldn't it
I am still skeptical about this
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
I mean it probably just checks for that property we changed and not the way remix runtime determines if its alpha or not
So it should display that correctly no matter if it works in game or not
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
Btw this is what fallback lights with view transform mode looks like
sadly nothing
that's good to know, i wasn't aware of the difference before
Yea but it does something else actually so it makes some games work better (FarCry for instance)
yeah, i've had to bounce between the two depending on the game
initially FlatOut required it too iirc
@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
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
umm, what is a view transform mode? Are you talking about the Fused World-View Mode setting?
Yes this one
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
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.
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
ahh alright thank you!
ahh thank you!!
im guessing i just replace the config file yeah
yeah, the old one was pretty out of date
thank you so much
sadly things are so broken that i doubt you'll have much fun with this 😛
but i hope you do
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
interesting
and you're on the latest Remix now? followed the stuff in #remix-beginners-guide?
yes
you should probably start a new save and get through the intro without remix
just rename d3d9.dll
alright ill try thank you!
will do!
that loaded fine so ill try with the d3d9 now
still crashed unfortunately
3060TI, Ryzen 5 5600x, 32Gb RAM
also send all 3 logs please. d3d9.log, [gamename]_d3d9.log, and the log file in .trex
[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
should be NvRemixBridge.exe
i restarted my pc and its giving the same error in the logs
i honestly don't know how that's possible
i have no idea what's going on in that case
you should try Remix in another game to see if it happens there too
ok
any luck?
sadly no
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
my providing files plus some of the edits werideforcoffee had for the rtx config
Ah thank you!! I’ll try them later!!
Progress inquiry, is Skyrim LE working in Remix fully? And how stable is the game running so far?
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
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
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
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.
Realistically it may be easier to implement native ray tracing on top of Community shaders than to path oldrim to support Remix.
are we actuallly getting closer?
not really
Czech thee south...
https://www.youtube.com/watch?v=gB4xr59B_90
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
yeah, this is the problem i documented before: https://github.com/NVIDIAGameWorks/rtx-remix/issues/181
there's a total of 5 games that have this issue (that i'm aware of)
very cool
very nice
Has there not been any updates since?!
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
Not touched et since then, not gonna either.
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.
i test it periodically as well, no solid improvements yet 😦
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
So can someone explain why this 2011 game can work while others from 2006 can’t?
Also, why not Special edition?
SE is DX11. Remix needs DX9
Bethesda uses a very old engine as a base for their games, Skyrim included. this allows it to be more compatible than other games which use newer engines
Some games had support for an old way of doing graphics for the sake of running on old GPUs, whilst other games didn’t bother as it was incredibly outdated and limiting even in 2006. That old way of doing graphics is what Remix relies on to interpret information from a game, so if a game doesn’t support that then it won’t work.
For instance some foss game rendering engines like irrlicht and ogre still support fixed function dx9 thus there are even games working perfectly fine from 2020s
By release date, I think this is the newest: https://discord.com/channels/1028444667789967381/1155207505580933131
https://discord.com/channels/1028444667789967381/1167003538723975218 works with the latest version (2022),
https://discord.com/channels/1028444667789967381/1147888305833246782 latest version works is from 2021
2014 Roblox could have path tracing lmao.
Very strange
I’m crossing my fingers that dev takes the link I sent for the discord and saves the day
What are you counting on them to do?
To dx9 ? I don't think this will ever happen ¯_(ツ)_/¯
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
nice username
Thanks, took a while to think of it.
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
Am I mistaken, or SKSE refers to Skyrim Special Edition which is dx11?
Skyrim Script Extender
uh
No
SSE = Special Edition
SKSE = Script extender
Skse is a script extender that is on both SSE and classic Skyrim
Yeah some people say sse but I always se too lol but I think he’s confusing the 2
LE and Oldrim are common for the 2011 Skyrim version, SE, SSE and AE for the new version
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
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
that's a shame, but not unexpected really. i haven't seen many people in older modding communities interested in Remix
I wonder why though
our best bet is asking around in Skyrim modding circles for anyone who can reasonably use SKSE for such things
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
I’ll keep looking
I feel like pure dark would know a thing or 2
Atleast I can play like this until then
2200 Mods + Cabbage ENB edit
Join My Discord: https://discord.gg/CEwNRDUG
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
So rtx essentially traces the light sources, but what does Lux do?
Ah so you wouldn’t know about the lux mod?
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
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.
we don't play on LE. if people want to do sse things, I'll help.
LE is not fixed function, so you will have issues
to the extent you would need, no
Nvidia have another project for RT on dx11
to give you an example of what we'd need, here's the equivalent project for NVSE: https://github.com/BlueAmulet/NewVegasRTXHelper
what do you mean? that'd probably take reverse engineering the entire renderer
disable broken render passes sounds like it would be incomplete
we largely have already
in FNV's case, the differences aren't noticeable. afaik it disabled things that'd have been replaced by Remix's renderer anyway
also because Remix can replace all assets with meshes and PBR materials without affecting the base game's engine, it doesn't matter much
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.
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
Skyrim runs fine with high poly meshes actually
replacing everything in a given scene?
if you give me something testable I'll take a look
the instructions are pinned already
thanks for taking a look
its a black screen with some white bits
i installed the inis, the config file
launched with skse
where are you in the game?
companions
the main area that works is Riverwood
the other areas weren't configured or tested yet
does the menu work for you though
because for me theres only menu buttons, no text
like the pause menu? that worked fine for me. general UI was not working properly though
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
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
first two dont matter, fix the shaders first
water is very complicated. again, shaders
i understand this stuff
it looks like remix is completely ignoring the shaders. which makes sense because the game is not fixed function
they'd have to be rewritten as fixed function to work here
so you need to modify remix and reimplement 11000 shaders
so not possible nor testible
don't waste my time
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
if you manually replace all assets yeah
which was the goal to begin with
that sounds like an impossible task though
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
but i just said normals and specular lighting don't work
it doesn't matter because those can be redone in Remix
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
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
so surely one of the first tasks should be to use niflib to just convert all assets to the omniverse format, no?
we can dump the assets in Remix itself. we then import those into the toolkit and work with them
remix is not niflib/ly/whatever , it has no idea about the actual mesh information
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
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
^
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
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
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
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
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
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
there are ways to automate it using scripts. dump the textures from the game files, use a script to generate the matching hashes that remix relies on, then assign them to the meshes. i made a script for this many months ago and it works fine
it's not as big of a deal as you keep making out
im saying it should be relatively simple
the sky works fine btw. it's probably that your save has weather that we didn't assign yet
ah, nice
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
yeah I'm getting confused reading this. Remix doesn't need everything to be converted just to render
no normals, vertex normals or alpha, specularity, environment mapping, soft lighting, rim lighting, emittance, back lighting, etc.
this is not fixed function
you just keep overlooking what Remix does. it's an entire replacement renderer. we don't need the various lighting effects, we can recreate the majority of those with well placed lights
and i already said that we'd be replacing textures, so missing normals don't matter
on 1000s of assets?
yes
it'd be a long project, but there are many people that want to see Skyrim reworked like this
doesnt need them
remix handles it
remix can't handle vertex normals/alpha/color
unless you export the original mesh, add it back in i guess?
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
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?
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
also, can you please knock of the condescending attitude? it makes it very difficult to discuss this in a productive manner
im just trying to understand who is doing it
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
the first thing is making sure the game renders well enough to work with
you're skipping like 40 steps
^
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
those points are still missing the main issues with Skyrim
those come later
explain why we have to convert the meshes to usd?
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
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
am I misunderstanding the current state of the game? last I saw it looked workable
you are not
"Real version of the mesh". what do you mean? how are the meshes we're seeing in the game not "real". are they LODs?
genuinely what you're saying makes no sense. "Remix applies a fake light source"? what are you talking about lol
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
^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
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
but that wouldnt matter with asset replacement right?
normal maps are not the same as vertex normals
Yeah vertex normal don't work on anything shader based. I finally understand what you're suggesting now (i think)
that would be above my paygrade ( @ashen cobalt
)
but vertex normals are a part of the mesh aren't they? with mesh replacements that wouldn't be a problem
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?
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
we're explaining that basic rendering issues don't all affect Remix, only some of them
ima go back to adding GI to SSE
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
ive definitely been proven wrong here. its a weird system but makes sense
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
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
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.
i understood this but i thought that Remix didn't support it. cool
^he's the one with far better understanding than I @woven vale
well that msg timing is awkward lol
sorry, lol. messed up that message
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.
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
it doesn't happen with Republic Commando, but that game is mostly fixed function
anything that uses shaders to render the terrain i believe
man I'm just throwing darts with my eyes closed and seeing what sticks 
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
and to be clear, i tried my best to hear you out and treat you nicely. i'll be honest, you were being a bit of an ass the whole time, so it got difficult to maintain that. i respect your knowledge still
i wish you the best as well, good work on Community Shaders & i'm excited to see the future of it
i understood the replacement part, but didn't see the point as it wouldn't have fixed anything. if vertex normals do indeed work, then that's great and makes sense
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
but what i'm still confused about is why it'd render differently if it weren't for vertex normals?
im not sure what you're asking
replacing the meshes with the originals ripped right from the game improves rendering. what's responsible for the improvement?
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
what i'm asking is: what is the missing information?
vertex normals
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
unfortunately it sounds like we lost doodlum's interest due to this misunderstanding 😦
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
doodlum left the server so i dont think they'll be helping unfortunately
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
i was looking at the mutual friends tab not the mutual servers one, ignore me pls
lmao that emote
I noticed that they switched places not too long ago. Threw me for a loop as well. Still does from time to time.
ah that explains it then
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
do not ping me or you will be blocked.
yeah it's definitely a bit much. People will check messages whenever they do
i wasn't trying to top anyone's knowledge, i was just trying to clear up a misunderstanding?
anyway, yeah. stop pinging
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 👍
If Doodlum means normal maps & the normals assigned to each vertex in a mesh, we do; and I think thats what they're trying to communicate?
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 😢
Oh
i do apologize for any unnecessary hostility (to doodlum). it was just a very frustrating conversation
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
they don't have any further interest afaik
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
(maybe)
Coolio hoolio 👌
your name is great btw. coffee will save us all
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.
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
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:)
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' 😄
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
turning on capture normals actually caused the artifacts on the left for me
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
Sorry for pinging. I did ping one more time just because I really want to see a team develop for rtx remix for Skyrim.
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.
@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
wrong chat 
yeah.. like i said some things are improved(normals are captured ) other geometry is messed up.
Was just trying now in FNV...Her arm is worse with capture normals on.
it was related to the above argument about vertex normals 😛
i didn't see you acknowledge that, so i wasn't sure
Parts of the torso smoothed out(the lower part only! HAH! 😄 ) , but the arms... 🤷♂️
i'm not sure what causes the inconsistent appearance. it's very frustrating though
@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...
yeah, that makes sense. thanks for elaborating
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
(flashing warning)
@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
yeah...must be the dxvk #409(and onward ofc)
vertex capture cleanup, think it was called
try this
it works with that and the ignored textures listed here
well that's... interesting...
I have no idea how you've managed to bind a render target as a texture for the water
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
yeah, i have no idea what happened. this is the first time i've loaded Skyrim in a month or so. suddenly with the latest Remix, water (that's normally rendered with shaders) that was missing before is now like i showed above
🤷 shaders are wierd
try the updated rtx config with some of your edits
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)
i didn't do it through Remix, i did it through Mod Organizer
I ended up porting skyrim special edition as a test (proof of concept only)
though perf is abysmal, as expected on this card
wow. how did you go about doing that?
a bunch of patched hdremix code, a bunch of patched game code, and awful device interop hacks (vk<->dxgi)
oh riiiiiiiight. Special edition is 64 bit! I didn't even connect the dots, that you can just use the API.
i'm not really familiar enough with hdremix to understand unfortunately
draw calls in the main gbuffer pass are forwarded to remix and results get copied back to the game
Wow, that's incredible
it's nowhere near that simple. i don't think you can do this on your end
oh
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.
the Skyrim community is pretty toxic imo, so honestly i'm not too excited for that
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!
Skyrim mod devs try not to ride the highest horse in the world challenge (impossible)
The Fallout New Vegas community is also very toxic, to my surprise, obsidian games always attract bigotries, often homophobic, It is very difficult to maintain composure in the face of toxic behavior and not give up.
But one way or another the rtx remix instrument itself needs widespread attention, I hope it success is guaranteed.
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
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
If im going to work on a project imma do it for myself, not for others, and release it for those who might want it, hateful people are loud but can be ignored
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
I feel ya
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.
I am also loving the expression of technical artistry that working with Remix allows.
I find it all very satisfying. 💚
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.
You're a pleasure to work with 👌 (as far as I am concerned anyway)
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)
Reverse engineering and graphics programming in general
C++ as a base
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
Yep yep, coolio 💚
Fortunately I've been digging into these areas recently, but I suppose there is no substitute for time. At least I'm on the right-ish track 👍 and if not, at least I'm going to learn something 😂
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 
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 
in theory I can patch any game I want to use remix. it's a function of time more so than anything else
don't tell the people asking for GTA V 😛
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
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 😂
Surprisingly, it seemed to me that the lighting in Fallout 4 is much better than in Skyrim
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
Creation Engine has always been a problematic game engine
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
Amazing.
But how hdremix is used here? Isn't hdremix just to translate USD Renderer to Remix commands via Remix API?
er...I could be mixing up terminology since it was referred to as "hdremix" before "Remix API". there wasn't documentation at the time. I don't know which is correct
when the game creates a material I call remixapi_CreateMaterial
when the game renders an object I call remixapi_DrawInstance
so on and so forth...
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
yeah, kind of like a back door. I noticed there's a lot of caveats involved
Sadly Remix API is not as vast at the moment in its functionality, but we'll see
Guessing, the pixel image data upload instead of image files, inability to render UI?
Or maybe something different, specific?
I'm trying to remember the changes I made...not at my home computer at the moment
Ok, no problem, ping me, if you'll find them, will try to promote them
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)
This is in very early development, and the game has a ton of issues with RTX Remix right now. However, it has improved since the last update I posted.
Please note that this is not representative of how good Skyrim can look in Remix, but rather to show progress in visual stability since the last video.
For a video focused on visuals, look here:...
posted a small update of Skyrim's current state
@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
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 
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
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:
- bethesda switched to a deferred renderer
- bethesda made extensive use of geometry batching/instancing (colloquially known as previs/precombines)
- 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.
surprised to see nukem here
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
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!
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
Oof, yeah, will tweak, thx 🙂
I resorted to the cursed option of replacing all materials with alduin's bones
at least until I care enough to debug it
Alice in chains - them bones starts playing
wtf
@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.
ah, you decided to come back
Welcome back 
we should have an sse channel probably
though id rather nvidia just joined our private dev channel
Ah is there only one Skyrim channel? That's a good idea. Also sounds like you want to look into the API?
sdk/api yes
So the thread would be something like "Skyrim: Special Edition (Remix API)"
just make a new thread in this channel. if it gets far enough, Nvidia may participate
I think it's kind of a catch all, naming is a bit confusing
are you referring to the same API as what was used here?
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
Nvidia's absolutely interested in seeing what people do with the SDK/API. Guy you tagged especially. He'll come around
Skyrim Legendary Edition
Feel free to make a new thread to start fresh. I'd recommend adding (SDK/64-bit) to the end just so it's more obvious this would be a deeper integration
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
can i make a thread specific to our renderer codebase
so it would be Skyrim Community Shaders (SDK, DX11)
I'd add SE in there for good measure but otherwise absolutely
It would be its own project for sure
:gasp:
me when buhh
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
To the end i am about to break
I'll see myself out
yeah 😢
https://github.com/NVIDIAGameWorks/rtx-remix/issues/301
opened an issue a while back to add hex based tiling to reduce how obvious it is
sadly it hasn't happened yet
I suppose I can emulate noise instead
I gotta say though this is looking very promising now
seems like a major limitation if the vertex data like that can't be used
technically the data could just be stored as a set of points in a data structure
since it's 32x32 per cell
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
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
bonus night scene: https://www.youtube.com/watch?v=7ccT4GPzrTs
...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
can i ask how se works with remix and will you give some info on how you got it working
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
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.
@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.
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...
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
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
remix-mbc_hack(from blue amulet ? i think..) helped for me for the crashing, at least in the past.
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
So...every thing still the same 🙂 ? i mean improvements
alt tabbing for this pic crashed it
(it was borderless)
these are just the original textures poorly upscaled btw
not all of them
some of them are legit higher resolutions
but a lot of them are really bad 😦
same for FO4
any update
nothing
Hey @soft shoal i would love to see some of the characters upscaled for skyrim! is that available?
🤔 i'm not sure what you mean
