#Barnyard
1 messages ยท Page 4 of 1
It seems like I can't remove references too if the mod.usda layer is listed below any capture
Not even with text editing
it only happens with specific objects in a capture
the order doesn't seem to matter with those
Can you send the captures? I would like to try something
i can send the capture file, but not any assets
I usually have the mod.usda above captures
Yea you definetely should
yeah, that's how i have it as well
Uhm I was able to delete reference just fine, but I don't have that asset in captures so that might be why. However I needed to do some weird trickery to add mod.usda as reference
I copied the path, entered into the adress bar (I know it is same thing as navigating and selecting) then it worked
Maybe it is failing to gather relative path or something?
why are you adding mod.usda as reference?
i ran into the issue following these steps to replace a material
the reference would delete, then just immediately re-appear
I always import material into mod.usda then reference to it
I think Mark might have said, or I understood it this way
can you show me how you do that?
Yeah this is what i've been doing
i do recall mark saying to import it, but i didn't think he meant that way
i'll have to try it
Idk, this is how I done it for ever. Sometimes assigning textures to default materials don't work either, so I do reference them to AperturePBR_Opacity.
I recall this as Mark's suggestion
I think that is from the mod.usda being lower than the capture
i don't have a mod.usda even loaded here
it happens regardless of the position though
What is the authoring layer then
just the root, which works fine and is above the capture
I know starting out with translucent materials i was getting this until I moved the mod.usda above captures
but again, i've tried it in multiple positions and it persists
i can't seem to resolve it
You've tried with mod.usda as the authoring layer as well right?
yes
that's what i'm referring to. i've had mod.usda above and below it, doesn't matter for this issue
Hmm so the only difference in this case is that I don't have the assets, idk it would affect anything tho.
mm wow. now it's magically working. i have no idea what changed, i loaded the exact same setup i've been working with for the last month
but at least it's resolved, lmao
that's so annoying though. it happened when i was testing COD 2 stuff as well
i wonder if the order is showing differently than it's behaving as?
this time, i manually dragged mod.usda back into the same position it was already in, and it seemed to resolve it. so maybe it just bugged out
well, thanks for troubleshooting it
seems to work well, thanks
#1096847508002590760 message
#1096847508002590760 message
Both of those mean referencig to the translucent.usda which is what Portal referenced the MDL in, but I think I might have misunderstood it and added the material into mod.usda as the first post suggests
And I definetely didn't question it after got it working once ๐
lol
well, if it works, it works ๐
we should ask Mark about it at some point though
also, translucency!
i had this one working before, but then all of my stuff got corrupted
What is translucent here
the glass on the right side
Ah
Now make the milk translucent as well
You might need to set a diffuse texture or something
I don't think transmittance color would work
i did change the milk in the tubes to be translucent, doesn't look too good though imo
Hmm I think it is because the milk flowing through is kinda glowy
yeah, i can't seem to avoid that
if i set a transmittance texture, it makes it glow
Try disabling emissive override
don't remember where exactly but should be in alpha rendering
It might be fallback light or a distant light?
Yea it is still lit up to some point. The milk is definetely glowing tho
Weird it became too dark compared to others now
this game does still have that opacity bug
so i'm sure other visuals aren't quite right either
I am not sure this issue affects the overall image tho, had the same issue in Minetest (there wasn't performance issues) but it looked fine to me :/
So if there is no lights how it is still lit?
Is you exposure super high or something
when i disabled opacity for a single texture, it did look quite a bit brighter. however, it still showed wrong in the debug view. Mark's theory about there being a texture in front of the camera that's marked as opacity makes sense in this case. the texture i corrected would no longer be set as opacity, but the debug view would only seen that transparent texture overlaying the camera
i have no idea
and no, at least not afaik
Wouldn't it be visible on the captures in this case
the layer on the camera
not necessarily
lemme get a pic of the changed texture
the way it's lit looks a lot more like other games
the tire marks and the area around it
that reminds me
I'm going to quickly generate a displacement for that
Hmm how do you set the opacity? Is it simple as putting a variable into the usda
I think we could bulk set textures as opacity using https://discord.com/channels/1028444667789967381/1104187632189181992
i think i just had to uncheck this
Uhm uncheck?
my english stopped working
well, it's marked as opacity by default
yeah, probably. i just haven't had time
Can you send the var that sets it as opaque, I can try it
in the mod.usda
Oh also I need the materials folder of yours, don't need the textures themselves
uniform bool enable_opacity = 0
Materials folder should contain usd files for each texture hash
hm
i need to figure out the unit scale
seems i can use this
Like this?
over "mat_${materialHash}"
{
over "Shader"
{
uniform bool enable_opacity = 0
}
}
ignore the alpha test thing
{
over "Shader"
{
uniform bool enable_opacity = 0
}
}```
so just that, lol
you got it
Here
Here is the modified script, put it near the materials folder if you wanna test with new materials, base script written by RoseQQ
Bro uses semicolons in powershell
Game tekes forever to load for me, without the enchantments
thank you
I don't know if it works right now
Can't get my game to load
also, i found the scales. so the real life sign is 914.4mm, and in-game it's 1140390mm, lol. what's weird is that everything in captures is extremely miniscule, but in blender this sign was so big that i had to change the camera clipping
i'll try it
Hmm, I never actully tried to find actual scales in the games I tested, this is definetely something I should
I could finally load the game, it is 1 frame per second
Hold on, probably messed something
i couldn't find anything wrong with it
still need to fix some roughness maps
I've previously used this script for Minetest and it worked fine, so it might be because I removed the material references
that's possible. Mark did say it was necessary in various circumstances
generating the references properly was a pain in the ass using the python library
Yea just working with plain text seems to be easier ๐
on the bright side, now that it's done, i don't really have to modify my scripts anymore. they'll just continue to work with whatever changes are made
@ashen merlin can you send your rtx.conf? I think I lost it and my game runs like slideshow
i'll see if i can add the material stuff to that script
sure
@vivid falcon since you have it setup already, can you try running it with this?
i'm not sure if this is what you meant. mark did say it's recommended when running without a captures folder, but the NFS project doesn't seem to rely on it at all and things work fine for them
it's a bit odd
Hmm still no err: USD mod file failed parsing: D:\Games\Barnyard\rtx-remix\mods\gameReadyAssets\mod.usda
๐ฆ
i bet it's something obvious, lol
i just can't find it
new rtx.conf with volumetric fog tweaked to actually look good
looks quite a bit better than the old fog imo
So this is done using ov
#usda 1.0
(
upAxis = "Y"
)
over "RootNode"
{
over "Looks"
{
over "mat_D5E7EE4B270D8CBB"
{
over "Shader"
{
uniform bool enable_opacity = 0
}
}
over "mat_DCD62553F05282D0"
{
over "Shader"
{
uniform bool enable_opacity = 0
}
}
}
}
Isn't it the same thing ๐ค
Portal's replacements.usda is around 1.4 mb lol
What have you done lol
did something bad with the volumetric settings i guess, lol
i honestly don't know what. it just suddenly broke and never went back to normal, even with the default settings
Try marking a world texture then unmarking
It does function like refresh button for me
haha
doesn't fix it
or the other way
lol
The one ov generates is UTF-8
so transferring the contents to a new file fixed it
Does the game look different?
lol
Try the first one
kind of scary actually, lol
The first one I send, it was exactly same as ov's
other than the encoding of course
Yea we've been warned @ashen merlin
lol
that worked
it does look different, but performance is the same
So it does look as it is intended to be? Like you've said Barnyard looks different than other games
well, i thought it looked different. apparently not?
maybe this didn't resolve the issue entirely
I am out of ideas
me too
still all red in debug
ah well ๐ฆ
thank you for trying. i have to sleep now
DLSS produces "ghost cows", whereas TAAU does not
this is gonna be a funny bug report
I thought that was just a dlss issue
DLSS doesn't inherently do this, i think it can be fixed
i opened an issue about it on github to see
if TAAU (an upscaler far worse than DLSS) doesn't do it, then something is wrong
It would be nice if we had fsr implemented, I would imagine someone will try it when fsr 3 comes out
FSR3 won't be helpful in this situation, we gotta figure out what causing this issue #1106420949257044061 message
What does the red mean?
non opaque
which remix doesn't like
It is expected to cause performance issues but the issue with this paticular game might not be related to this at all, Minetest has exact same issue but doesn't have performance issues this severe
But it is definetely an issue
hm
newest build seems to make the floating save/sleep icons explode
flashing warning!
what's weird is this only happened after being in the game for maybe 20 minutes?
they updated the USD library. i don't think that'd cause this though
i've been playing with the latest build across multiple games, and they all crash after a while
Honestly the exploding is so bad for me I can't even ride to dankweed pond without something exploding
weed's too dank atm
did you have to do anything to trigger it? or was it immediate
Well It always seems to happen as soon as I ride outside the Barn
ouch
Have u tried resetting rtx.config...
there's nothing in there that should be breaking this
having to start over would really suck
same issue with a clean rtx.conf file
just make a backup and try
What is causing it though, doesn't seem to be an issue with replaced assets
Ray tracing is so last year, we do ray blasting now.
i already did
i have no idea. can't figure out the source of it. in the barnyard it stems from the floating icons, but i dunno about elsewhere
Maybe something to do with the new way remix assumes stuff is UI or not? My UI elements will become world assets now if it's unticked
What happens if you roll back dxvk and bridge by 2 months?
Could be something as simple as entering a dodgy command that's gotten saved in the games config file even.
rolling it back even 2 weeks fixes it
i reported the issue on github, waiting and hoping
Gotta be the UI thing, that's 2 weeks old now, it's under the second tab, above sky
#1157928901520130088 message
Well the exploding issue seems to be resolved since the last dxvk I tested a week ago
well maybe not resolved but not as bad, I can actually get to Dankweed pond without issues now
@rugged forum may i distribute your save file to some of the Nvidia developers? it'd probably make their testing a lot easier
also, to avoid the corruption, revert to this dxvk-remix build: https://github.com/NVIDIAGameWorks/dxvk-remix/actions/runs/6353019004
Yeah that is completely fine
Not exactly remix related but here is a 240fps version of the intro incase anyone wanted it
it's a shame, but there's still vertex explosion issues
interestingly it pauses now after a certain amount of time (sometimes)
lol
huh
i used this build just now and the corruption still happens
maybe the bridge is responsible as well?
also when entering then leaving the barn, LOD objects like this appear with incorrect lighting, and the corruption happens
interestingly the corruption has improved in the latest builds. it happens much less often now
sky is still broken though
sadly this still happens. it's even worse than it was a few months ago
Now we're talking. Looks good to me
my first time using Mixer with custom materials. thanks ๐
here. has some interesting visual issues on black areas, not really sure why
for my first attempt though, i'm pretty happy
For a second I thought you got mesh replacements working
ah, i wish
looks really nice for just texture replacements, at least imo
can't seem to get the replacement white areas as bright as it should be
๐ฆ
it's this bright in the texture
Hmm. Let's start by checking your roughness is around 0.9-1 and your metalness is 0
You might have a material override in the rtx remix menu
Yea that looks fine.
Brightness is diffuse + light received. Maybe that's peak brightness under those lighting conditions
yeah, very possible. unfortunately it really detracts from the game's visual style
The cows hair is brighter though
In debug check albedo
Should match
Cod2 has slight shading so I'll turn off lighting with a command and render everything flat
Might be shading from the old game
diffuse albedo?
the very white planks there on the barn are from the original game btw. the dull ones are the replacements
Yea that's the one. So something is up here for sure
would you like me to send my textures?
it's a shared texture, so i had to merge a bunch of stuff onto one
I've had to come of the pc but can look tomorrow sure ๐
oh, no worries. thank you for the help today
Think it might be a game side thing. Lighting or something though
Can you make the game render flat diffuse only,?
Your diffuse needs to be bc7. No alpha if that helps
i guess this is what i get for choosing a shader heavy game
i'll check that
So what was the reason(technically) we couldn't get mesh replacements working?
honestly, i still don't know. it's over my head a bit for this part
i made this progress btw. was doing more, then life happened
I want to re create the attract intro with all replaced assets but the rock meshes are just so bad that it isn't worth doing until we can have mesh replacements
That barn is looking way better now
Is the roof default?
Has the exploding been resolved yet?
sadly no, but i did find some more details as to what causes it. apparently for whatever reason when LODs are swapping for high res models, they sometimes fail to load. i found this by disabling RT entirely in the debugoptimized builds. leaving the area and coming back fixes the corruption. not sure what's causing it
i've got this pretty apparent and distracting tiling issue on the ground, any ideas?
man things would just look so much better with a proper skybox and sun...
this is an example of that issue btw
Good job on the trees, personally I don't think they fit on those trees but I know it would work perfectly on another type
@ashen merlin ๐ค
It's just enabling dxvk hud, probably for testing on their side
So I guess we should soon see commits towards fixing barnyard
Oh, and have your trees been shimmering, mine have been shimmering all over, not sure if it is a texture issue or a remix issue?
yeah, that's a remix problem. it happens in a ton of games
what makes them not fit? i'd like to improve it
To me it hasn't got the somewhat cartoon look of the old trees
But in Walnut Woods there are trees that would work there
hmm. this may just come down to personal preference differences?
i guess my plan was to replace all materials with more realistic ones, but retain the original colors as much as possible. given that the original meshes would still be in place, i thought that it'd retain some of that cartoonish look while also being more... clear
it'd be almost impossible for me to make replacements all by myself for the whole game, and i just don't have that kind of time anyway
unrelated but: right now i'm doing some reverse engineering (thanks for the tips before @weary yoke) and figured out the area of code that controls the sun/moon. removing the sun/moon only seems to fix the issues with shadows and light sources being rasterized
TBF my approach to textures in the game was never clear, It is all just upscaled original textures and it is very messy rn
This any good @ashen merlin ?
https://github.com/NVIDIAGameWorks/dxvk-remix/commit/4e9f0d855e12831f7640383a05aadc990a81114b
https://github.com/NVIDIAGameWorks/dxvk-remix/actions/runs/7507564365 this, right?
Alex updated me in the issue thread on it: https://github.com/NVIDIAGameWorks/rtx-remix/issues/258#issuecomment-1889972356
it does actually appear to fix the issues! so far at least. i'm going to test it more in depth before confirming it, but it is at minimum far more stable
lol
Has lighting been fixed I've seen recent commits with "fix_lighting"
this is the other issue i'm trying to fix right now. whenever the sun or moon is in frame (or just loaded in the world), this happens
if you mean light replacements, not that i'm aware of ๐ฆ

soo
right now i'm just outright deleting code in the debugger, lol. trying to figure out the correct way to do this
0060ECC5 - C6 01 01 - mov byte ptr [ecx],01
right now this is what has the sun/moon show up
๐
before
So all this fixed was the white square and the spinning circles on the ground?
no, this is me trying to fix that issue
this fixes the sudden geometry explosion and corruption
Yeah, so removing the moon fixes the issue?
yeah, sun and moon
can't find another workaround right now unfortunately. it'd probably need to be patched in Remix
but until then, i have this
i'll make a patch available here
So do we know why does the sun and moon cause the issue?
the original game seemingly uses it to handle the windows and ground shadows at night. my guess is just that whatever shader is used to do this is handled incorrectly in Remix
Moon:
Barnyard 1080p.exe+20F4CB - B8 00000000 - mov eax,00000000
Sun:
Barnyard 1080p.exe+20F4A1 - B8 00000000 - mov eax,00000000
these two simple things controlled it
i'll make sure it works in the unpatched exe as well, then release it as a .1337 file
wow, i actually did something, lmao
@vivid falcon i just realized that the grass is basically a nightmare for performance here
it's just stacked layers of transparent textures
i wonder how i can mitigate this without mesh replacements
setting it to ignore definitely improved performance. this sucks
going to give replacements another shot
still broken
Wow, that's great! I'm excited to see another master of RE emerge.
for anyone's who's done captures in this game, you may have been wondering about the giant blue half-sphere under the game world
i just figured it out. it's to make any water appear blue, lol
@hallow root do you have any tips to improve color matching? because of the roughness layers and the way Remix displays them, colors in Mixer are very inaccurate compared to Remix. in Mixer, these textures both appear to be roughly the same color
Maybe we could use the translucent material and get rid of it's surface reflections somehow.
i made progress here. replaced the dirt road and the side dirt areas
and the new bridge (bottom only)
it's only this orange btw because it's sunset in the game
oops, had DLSS UP on
probably doesn't look great. sorry
how did you adjust it to be able to see clouds? also to have proper shadows like that. just the fallback light?
also that really doesn't look too bad ๐
i'm just beginning myself, lots to learn
ah, it's probably my eye adaptation settings for the sky
apparently not
It is mainly the side of the path that needs improving
nah, this is the best I could get :/ There's still reflections
would you mind sending your rtx.conf for this?
that's a shame. honestly not sure what to do then. guess this will just be very tedious
Also since this thing still uses both transmission (despite it's ior is 1 AND it's thin walled) and reflection PSR, I don't think this will help that much performance wise.
thanks
interestingly newer Remix builds are performing better in this game. i think that geometry corruption fix that was just pushed must have done it?
okay, wish me luck guys. i'm going to try to remove culling
I need to try the new build
What did you use to make the height map on the bridge bricks?
those are fully custom replacements with PBR textures from ambientcg
i used Quixel Mixer to put multiple together
here's the albedo
I always thought the performance issue was the grass
You could get that layered grass effect with parallax occlusion mapping with a low step count
that'd be great. how could i go about doing that?
You'll have to model your chunky grass as 3d models and bake a height map onto a flat plane
tadpole3159 when he does literally anything:
lol
aw man
game crashed right when i was about to narrow it down
i did get oddly close to figuring it out too, which i didn't expect
keep it up, even Adam had to spend couple fun hours to fix Chess Titans
I too spent that fun hours but I couldn't even manage to crash the game :D
And yeah I think it is just the fallback light
i'm not making much progress unfortunately
gonna need Adam's help ๐ฆ
i did find the geometry handling section, but it crashed right when i was going through it. it's no longer in the same memory location, so i can't seem to find it again
yeah, i give up for tonight at least. sadly i'm just way over my head
So you haven't tested light/mesh replacements?
i have, it's still broken
#1106420949257044061 message
Yeah mark said something about it here
Apologies for the late reply, that's super odd and should not behave that way at all! How is it set up in mixer?
i just imported the textures manually to the library, and used them as layers in my project. i do have many mixed though
here's my bridge texture albedo
and the connecting road
the colors are almost entirely matched now
however in Mixer, they look extremely different to each other
Flourescent currently gives the best reproduction of them all relative to the game, but even this isn't ideal
@weary yoke if you can, i would really appreciate some help trying to RE the culling. i have a very very basic understanding and that's about it right now ๐ฆ
uh theres usually a command that you look for
what, something like -noculling?
I wish it was that simple. It's like fld
yeah...
Ya wanna look for this structure
That's the super common one
hmm
It's usually involves an arctan or cos function
this game is annoying to use with x32dbg. it pauses any time it's alt tabbed, so it just goes back to the same instruction when paused
It'd be easier to use ghidra on it rather than x32dbg
If this happens that most likely means you have wildly different Roughness/metallness/AO values
Enter the different viewmodes to check the other map outputs and match them ^^
wow, less than expected
the code exported in C is only 581k lines. this is gonna be eaaasy
void FUN_006c7b40(float *param_1,float *param_2,float param_3,float *param_4)
{
float fVar1;
float fVar2;
float fVar3;
float fVar4;
float fVar5;
float fVar6;
float fVar7;
float fVar8;
float fVar9;
float fVar10;
float fVar11;
float fVar12;
float fVar13;
float fVar14;
float fVar15;
float fVar16;
float fVar17;
float fVar18;
float fVar19;
float fVar20;
float10 fVar21;
float10 fVar22;
fVar1 = param_2[1];
fVar2 = param_1[2];
fVar3 = param_2[2];
fVar4 = param_1[1];
fVar5 = param_2[2];
fVar6 = *param_1;
fVar7 = *param_2;
fVar8 = param_1[2];
fVar9 = *param_2;
fVar10 = param_1[1];
fVar11 = param_2[1];
fVar12 = *param_1;
fVar13 = param_2[2];
fVar14 = param_1[2];
fVar15 = param_2[1];
fVar16 = param_1[1];
fVar17 = *param_1;
fVar18 = *param_2;
fVar21 = (float10)fcos((float10)param_3);
*param_4 = (float)(fVar21 * (float10)*param_1);
param_4[1] = (float)(fVar21 * (float10)param_1[1]);
param_4[2] = (float)(fVar21 * (float10)param_1[2]);
param_4[3] = param_1[3];
fVar22 = (float10)fsin((float10)param_3);
fVar19 = (float)fVar22;
fVar20 = (fVar1 * fVar2 - fVar3 * fVar4) * fVar19 + *param_4;
*param_4 = fVar20;
fVar3 = (fVar5 * fVar6 - fVar7 * fVar8) * fVar19 + param_4[1];
param_4[1] = fVar3;
fVar4 = (fVar9 * fVar10 - fVar11 * fVar12) * fVar19 + param_4[2];
param_4[2] = fVar4;
fVar5 = (1.0 - (float)fVar21) * (fVar17 * fVar18 + fVar15 * fVar16 + fVar13 * fVar14);
fVar1 = param_2[1];
fVar2 = param_2[2];
*param_4 = fVar20 + fVar5 * *param_2;
param_4[1] = fVar3 + fVar5 * fVar1;
param_4[2] = fVar4 + fVar5 * fVar2;
return;
}
hmm could this be it? or am i stupid
i'm stupid
ya. that's what i realized after. i found a few now that may match and am trying them
thanks for the advice
Iโm pretty sick right now ||
|| so I got all the time to help ๐
aw, i hope you feel better
local_94 = param_1[3];
local_a0 = *param_1 - local_54;
cVar4 = '\x01';
local_9c = param_1[1] - local_50;
local_98 = param_1[2] - local_4c;
fVar8 = (float10)FUN_006c74f0();
local_7c = (float)fVar8;
if (fVar8 < (float10)local_90 != (NAN(fVar8) || NAN((float10)local_90))) {
fVar8 = (float10)FUN_006c7670(&DAT_0077cff4,local_44);
fVar9 = (float10)fcos((float10)1.047197543084621);
local_78 = (float)fVar9;
if (-fVar9 < fVar8 != (NAN(-fVar9) || NAN(fVar8))) {
pfVar7 = (float *)FUN_004159e0(&local_a0,local_90 - local_7c);
*param_1 = *param_1 - *pfVar7;
param_1[1] = param_1[1] - pfVar7[1];
param_1[2] = param_1[2] - pfVar7[2];
goto LAB_0045e0dc;
}
}
cVar4 = '\0';
}
FUN_006c7590();
pfVar4 = (float *)(param_1 + 0x10);
if (DAT_00773cc4 != '\0') {
fStack_60 = *pfVar4;
fStack_5c = *(float *)(param_1 + 0x14);
fStack_58 = *(float *)(param_1 + 0x18);
uStack_54 = *(undefined4 *)(param_1 + 0x1c);
fVar7 = (float10)FUN_006c7670(iVar1 + 0xcc,&DAT_0077cff4);
fVar8 = (float10)fcos((float10)1.745329238474369);
fStack_78 = (float)fVar8;
if (fVar8 <= fVar7) {
FUN_006c8a80(&fStack_60,auStack_40,&fStack_60);
fStack_78 = -1.3;
pfVar4 = (float *)FUN_00408660(&fStack_5c,&fStack_78);
fStack_5c = *pfVar4;
}
else {
FUN_006c8a80(&fStack_60,auStack_40,&fStack_60);
FUN_006b6870(&fStack_58,&DAT_bf800000,0x3f800000);
}
FUN_006c8a80(&fStack_50,puStack_74,&fStack_60);
pfVar4 = &fStack_50;
}
FUN_006513b0(*(undefined4 *)(param_1_00 + 0x120),pfVar4,&fStack_70);
}
}
i'm just staring at these and not making any progress unfortunately. also i can't seem to search for this code in Ghidra (i dumped it to a C file so i could browse it more easily)
doesn't look quite right
This one looks promising
it seems a bitlong but if you change cVar4 to = '\1' what happens?
can i edit the code in ghidra?
nah yo wanna do it in x32dbg
i assume you mean this line?
cVar4 = '\x01';
if so (i'm sorry) how do i apply it to the corresponding line in assembly?
fstp dword ptr ss:[esp+14],st(0)
ah crap. this code is in the middle of fmod (sound engine) stuff
1915FF50 0000000A
1915FF54 00000000
1915FF58 1915FF84
1915FF5C 100270BD return to fmod._FSOUND_SetMemorySystem@20+1457 from ???
1915FF60 0000000A
1915FF64 1000D7FD return to fmod._FSOUND_Stream_SetBufferSize@4+644 from fmod._FSOUND_SetMemorySystem@20+1442
1915FF68 0000000A
1915FF6C 1000D77C fmod._FSOUND_Stream_SetBufferSize@4+5C3
1915FF70 00000000
1915FF74 1000D77C fmod._FSOUND_Stream_SetBufferSize@4+5C3
1915FF78 758D7BA9 return to kernel32.BaseThreadInitThunk+19 from ???
1915FF7C 00000000
1915FF80 758D7B90 kernel32.BaseThreadInitThunk
1915FF84 1915FFDC
1915FF88 77AABD3B return to ntdll.RtlInitializeExceptionChain+6B from ???
welp
if so (i'm sorry) how do i apply it to the corresponding line in assembly?
fstp dword ptr ss:[esp+14],st(0)
still curious about this though
double click a line in x32dbg to edit it
i mean what in that line to change
i set a bunch of breakpoints for sections matching this regex:
>.*\|\|.*< (matches the if statement in the example you provided)
i got one that actually did something when culling was present in the game:
int __thiscall FUN_006bcf70(int *param_1_00,char param_1,int param_2)
{
if (param_2 == -1) {
param_2 = (param_1_00[1] << 8) >> 8;
}
else if (((param_1_00[1] << 8) >> 8 < param_2) || (param_2 < 0)) {
return -1;
}
while( true ) {
if (param_2 < 0) {
return -1;
}
if (*(char *)(*param_1_00 + param_2) == param_1) break;
param_2 = param_2 + -1;
}
return param_2;
}
no cos though
This is very bizzare, and the output texture is coming out blue? Is that same area tinted blue inside of mixer if you switch to the albedo viewport?
If so, there's probably something funky going on with your layers
possibly. i'm a Mixer noob
when i have resources to run Mixer i'll give some examples
๐
thanks ๐
Aye! Happy to be of any help
this actually didn't do anything. however this does:
modifying this crashes the game upon loading in
i'll just mess with this silently from here, lol. it's not going too well
done for tonight
one last discovery i forgot to post:
void FUN_006b7370(float param_1,float *param_2,float *param_3)
{
float10 fVar1;
fVar1 = (float10)fsin((float10)param_1);
*param_2 = (float)fVar1;
fVar1 = (float10)fcos((float10)param_1);
*param_3 = (float)fVar1;
return;
}
doing a jmp here corrupts visuals in-game. can't find what reads it, so unfortunately it's a bit of a dead end
oo never mind
so it's working, but it's not really. InfiniteC0re helped a ton (thank you). sadly in its current state, it just makes the game even worse:
also the core level geometry still culls
^ that has kind of killed this for me. i currently don't have the knowledge to do what's necessary to fix culling issues like that (i think i'd have to rewrite a decent portion in assembly), and continuing to work on a game that has such major incompatibilities isn't really too smart. no mesh replacements, no lighting replacements, and now we're stuck with major culling issues
i might just quickly retexture the main barnyard area, then move on
colors look the same during daytime. at night it's wrong again. it has to be the issue you said
i really wish i could open multiple projects at once in Mixer, just in tabs
roughness for that dirt "siding"
and then for the main dirt texture
i suppose contrast could be adjusted
So for this piece here, there's definitely some colour variance in the textures BUT
I suspect what actually makes it so vastly different is the mesh normals
They're probably not aligned which creates a hard cut
there's some huge seams from the meshes, yeah
it's a shame i can't replace them
(even if i could, i'm such a noob at modeling that it'd probably be worse, lol)
The culling doesn't bother me too much it is the mesh replacements and lights that kill it for me. Not being able to fix the sky really takes away the potential
yeah
i just mean that i was willing to work on this game if the culling could be fixed, but it seems like that isn't even the case
reasonably at least
It's so good to see this is an actual project
not sure it'll continue unfortunately
i did a very basic implementation of this and it's pretty passable. with some more effort it should look good
performance is quite good
if i add some POM to the underlying grass texture as well, i think this would be pretty great
need to redo the roughness layers for most textures. this technique works fairly well already though
Yea that's works don't it, nice one
added a new pole texture
but lmao, i forgot that it's baked with other details
the transformer is now made of wood
But I remember the transformer having its own texture
it's all in one
Well I guess you wil have to copy and paste the transformer in
i got it, yeah. Quixel Mixer lets me do it fairly easily using paint masks
here's my very poor texture. i just rushed it to test, and it does work
i'll improve it later
I can't figure out how to use mixer
HAHA
so i can't defeat culling, but i can defeat a lot of the effects of it
a major issue with it was light bleed from culled areas, especially in the night barn
so i placed a HUGE mesh around the main character (that'll only take effect inside the barn)
this method actually exploits the improperly functioning replacements that follow the player around even when attached to another mesh. i attached the sphere to a mesh that's only present in the barn at night time, and it now blocks light from the culled areas ๐
without the fix
with it
ah okay. my fingers were getting tired ๐
but hmmmm
because of culling, lights in the scene are also culled and as a result, the area can quickly become pitch black
Light anti-culling doesn't work?
because the lights are only emissives, no ๐ฆ
Ah I forgot there is no lights
how did you get it to only activate inside the barn?
replacements are broken in this game. basically all i had to do was attach it to a mesh that's only present inside the barn. any replaced meshes just follow the player around because of the replacement bug
actually! it turns out i just placed a sphere incorrectly
it's working perfectly
the only real issue is that emissives ghost like crazy
yeah, it works great! i'm very happy now
So light replacements work?
no, this is still emissives
But do you plan to continue now?
not sure. i'm very low on time as is
i may end up resorting to ai upscaled stuff again, which i really didn't want to do for this game
i may just try to handle the lighting and leave it at that. that way it's playable and is still fun
I am curious does it get any better if you disable RTXDI or ReSTIR GI
game crashed
i'll try now
it's definitely less ghost-y when RTXDI is disabled
ReSTIR GI is definitely beneficial to leave on though. it's very shimmery without it
leaving RTXDI on but disabling temporal reuse helps though. it looks better than it being turned off entirely
it's definitely disorienting when moving around a lot
Sadly i'm not going to be able to play with much of the toolkit today
You're disabling spatial reuse?
Hopefully RR magic works for this game as well
i hope so
How do you get remix to inject into this 
what do you mean?
Doesn't hook
it's a DX8 game, so you'll need d3d8to9
i never had that issue, odd
foliage?
oh, i assumed without Remix. on my 3090 it's playable at 1080 with DLSS Quality (even with foliage). i always forget what GPU Adam has
lol, as long as it works
Don't question if it works
Man until I used freecam I didn't realize it culls so well
i've never really observed culling in depth before, interesting that this is "good" culling
@weary yoke this is a relevant comment from the person who was helping me
i tried messing with that function and made no progress, it's well beyond my range of knowledge
let me find the adjustments i used to disable culling (to the point that we could)
change 006ceb0f from
XOR AL, ALtoMOV AL, 1should make it return true all the time
and
006cea53:
JZ 0x006ceaad=>JMP 0x006ceaad
unfortunately these mods have the effect of "reverse culling" some trees and objects on the map, and doesn't appear to affect the main geometry culling at all
That's with 006CEAFA removed, which is def the culling for trees as stated
mm i remember modifying that too? there's so many i messed with. i kept notes but deleted them by mistake
Not quite sure why the tests for trees are seperate from terrain
yeah, it's odd
wait, yours has the same issue, not sure if you noticed it
trees near the player are culled, but distant ones are not
Prob part of some other classification
What game engine does this use?
renderware?
i believe it's a custom engine made by that developer
i can't believe i didn't link this to you earlier, so sorry
I've never seen so much dead-end code
there's a WIP decompilation of it
(also, there's no symbols floating around or under any cushions)
seems i chose a perfect game to start with, haha. i'm impressed with myself then. i managed to disable the sun and moon and also got about 3/4 the way there for the culling stuff
There's like 300 culling tests for some reason, each one slightly different.
ouch
It seems that different objects have varying culling distances, and the developer wrote separate culling functions for each object instead of using a single function with a distance parameter?
that might explain some of the odd behavior with objects sometimes showing up behind the player
hmmmn
Maybe, anything is possible
0x006CF870 looks like a fun one
maybe related:
006B7370 (jumping this to 006b7388 breaks visual rendering and seemingly forces the camera straight up or down)
^ nothing in CE seems to read this address
found only one of my notes
there were just so many things tying to each other in that area that i got pretty overwhelmed
00576630 is another interesting one
Prob something to do with moving the camera to avoid going inside objects
oooo tangent 
005E7BB0 for easy finding
i'm too noob, i don't see anything in that one of interest. what do you see?
The arctans, lots of comparisions to 0 and close to 0..
Uh
There's a clamp to either 1 or -1 at the very begining as well
ah, interesting. more to look out for then
Oh thank god it gets called every frame 
ohhh i'm so stupid. the counter i was looking at in CE was probably iterating based on that
i missed so many because of that
lmao
thanks for looking into this btw
Nope it doesn't get called every frame
I was lied to 
Add a breakpoint in the function before it starts branching
i was having issues using breakpoints, because barnyard pauses when alt tabbed. i'm probably just not using it right
It'll change to Paused in the lower left corner in x32
I don't think there are more than 2 methods for the culling. The first one is CullSphereToFrustum and the second one is CullSphereToFrustumSimple. The first one uses flags to perform checks against selected planes and the second one performs a check against all 6 planes of the frustum. The engine saves TRenderPackets in the buffer to render them when flush is called. I think there's a limit in ATreeManager and AInstanceManager that prevents rendering more of N instances. It seems to have two steps in adding the render packets to the buffer. The first step is to find N visible instances by calling one of the cull methods and the second step is just a foreach cycle that calls TMesh::Render for every mesh of the found inatances
struct TSphere {
TVector3 m_Origin;
TFLOAT m_fRadius;
};
struct TPlane {
TVector3 m_Normal;
TFLOAT m_fDistance;
};
// 0x006cea40
TINT Toshi::TRenderContext::CullSphereToFrustum(TSphere *a_rSphere, TPlane *a_pPlanes, TINT a_iClipFlags, TINT a_iClipFlagsMask)
{
TINT iLeftPlanes = a_iClipFlags & a_iClipFlagsMask;
TINT iPlaneFlag = 1;
do {
if (iLeftPlanes == 0)
{
return a_iClipFlags;
}
if (iLeftPlanes & iPlaneFlag)
{
TFLOAT fDist = TVector4::DotProduct3(a_rSphere.AsVector4(), a_pPlanes->AsVector4()) - a_pPlanes->GetD();
if (a_rSphere.GetRadius() < fDist)
{
return -1;
}
if (fDist < -a_rSphere.GetRadius())
{
a_iClipFlags &= ~iPlaneFlag;
}
iLeftPlanes &= ~iPlaneFlag;
}
iPlaneFlag = iPlaneFlag << 1;
a_pPlanes++;
} while (TTRUE);
}
// 0x006cead0
TINT Toshi::TRenderContext::CullSphereToFrustumSimple(const TSphere& a_rSphere, const TPlane* a_pPlanes, TINT a_iNumPlanes /* unused */)
{
for (TUINT i = 0; i < 6; i++)
{
TFLOAT fDist = TVector4::DotProduct3(a_rSphere.AsVector4(), a_pPlanes[i].AsVector4());
if (a_rSphere.GetRadius() < fDist - a_pPlanes[i].GetD())
return TFALSE;
}
return TTRUE;
}
Do you know what memory addresses are responsible for it?
0x006cea40 - CullSphereToFrustum
0x006cead0 - CullSphereToFrustumSimple
0x005ef3a0 - ATreeManager::Render (the call of TMesh::Render is at 0x005efbcb)
0x005e17a0 - AInstanceManager::Render (the call of TMesh::Render is at 0x005e1a0c; 0x005e10e0 and 0x005e14d0 are the methods that do the first step with finding N visible instances)
0x005f3f20 - ASkinMeshHAL::Render (instanced from TMesh where Render is a virtual method)
0x006d59f0 - Toshi::TRegMaterial::AddRenderPacket
That's Cool.
Pls share?
i will soon, don't worry
trying to remove any copyrighted assets from my pack first
Ah alright, what does that include so far?
all of the light configs for the night barn interior, and the dirt and barn replacements i've done in the barnyard area
There are a few textures that were made for a hd texture pack that has never came out so I can share them. iirc all of the dirt textures are remade
that's nice of you. unfortunately i'm not sure if they'll be of much use because i'm using PBR materials with roughness and normal layers
I'd find it useful, just create roughness maps and normal maps from the given textures
it'd still be great to have ๐
And I'm having a lot of trouble getting a decent image from the dirt, it'd be much appreciated
It isn't this texture pack is it?
yes, that one
looks really nice
some of them need to be reconverted with applying alpha channel as a mask (it can be done in Photoshop by selecting alpha channel and applying mask to the layer)
Is this still in development?
no, I don't think so
the person who was working on it has lost interest, I guess
๐
Thanks for sharing the textures, I'm probably going to get started with them tomorrow, but rn I'm going to bed
@rugged forum @hallow root https://cloud.kim2091.art/index.php/s/gZjb8edaziS7dm2
(this doesn't contain the barn textures, something went wrong with them)
if you own the game, you can just extract and copy to your game folder. it's all configured ๐
for Traggey, the textures are in the rtx-remix directory as you'd expect
ah i got the barn stuff working. uploading now
Have you guys fixed culling?
the variation in texture quality in the base game is kind of funny
new sand texture in action
Personally, as great as photo-real textures look, I feel like experimenting with painted stylized would look better.
i don't have the skills for that, nor the time
Realistically? Fair enough.
i'm just pulling whatever royalty free textures i can from online for use here
If it ever interests you, Substance Designer is great for this, and it is very very good for "handpainted" style textures without the handpainting.
Also it is an insanely marketable skill, everyone wants Substance Designers nowadays
plus finding a balance with something like the original art style would be pretty complex, not something i'd be able to nail on the first try
given that barnyard is very broken with Remix to begin with (replacements don't work, lights don't work, etc), this was never a real project for me
it'll be my testing grounds to learn and improve, then i'll move on
i'm using Quixel Mixer currently, can't afford SP. i'm looking forward to using InstaMat when that releases (today, i think)
SD and SP are different software but I think Quixel Mixer is similar.
Painter is the program for texturing models while Designer is the program to algorithmically create textures.
anyway, i understand what you're saying and what you want from this project, but i can't deliver it. if someone wants a more cartoony style, they'll have to do it themselves
Sorry if it seemed like I was being pushy! I was under the impression you were handcreating realistic ones.
i understand ๐
i am modifying existing textures. that sand texture is a combination of a few for example with some manual modifications to roughness, but i've not yet made any from scratch
i do appreciate the constructive criticism though
i remember this game having a day/night cycle, how does remix behave with it? does it changes the skylight to match?
or is a static light? like is always mid-day?
the sky changes, which is enough for it to look like day or night
no sun or moon though, so there's no good looking shadows or anything ๐ฆ
it's like studio lighting, light coming from all directions
damm
i am looking for a way to do some custom light for shar, since each level have different time of day skylight
shar?
simpsons hit & run
ah
btw, barnyard is looking good, good job kim
well, that game is very stable with Remix (unlike this one). i imagine you could implement a skybox using this method: #general-remix message
@dense wasp didn't you put like a holepunch in your skybox mesh to imitate a sun?
I might mistaken, but I think that was for Chess Titans. In Chess Titans
the sphere was added by replacements thus can't be marked as sky
hm
Yep what kamilkampfwagen said. You can't mark replacements as anything so I cut a hole into the sky to let the sun shine through. if you could mark your replacement as sky you wouldn't have to do that
It's a tracked bug on github
and it's not able to animate to simulate day/night cycle? ๐ฆ
no hope for Barnyard. dead in the water
We modded the game to add a rotating mesh and marked that as sky
Attached a light and presto
if you can rotate it, sounds good. afaik it's possible to add a mesh in base Barnyard, but not animate it currently. i imagine that'll be a long time
@haughty mauve this info is pertinent to your SHAR journey
Nothing like that in barnyard?
nothing that i know of
Barnyard is a mess. Adam said the code has more deadends than he's ever seen too, lol
there's a WIP decompilation, i should probably wait a few years until that's complete (or much further in development) to continue this game
I also did a thing where we opened the compiled d3dbsp maps. It's all ASCII stuff but at the end every object is listed in plain English so I swapped a crate for a sphere and made it huge. Could try something like that
interesting, i think it could work for now. but probably for hit & run would be more useful if remix had a option to change the distant light settings based on something loaded. like i could make the distant light be darker in night levels if remix detect a mesh that is only available on night levels.
@ashen merlin I remember Barnyard needs fused world view mode set to view transform, am I right?
That's shame
i don't even understand how it works
you have insider knowledge? ๐
initially it did need it, but i figured out how to work around it (turning off Use World Transforms fixes it). there's an odd visual bug with Capture Normals from Shader being enabled too, so that's off
still interested in knowing how that setting works though
I made a small python module and a small patch for dxvk-remix some time ago, for editing rtxOptions in real time. Then used it to animate the fallback light in SuperTuxKart #showcase message
However fallback lights follow the camera in fused world view mode. I don't know if it has to be this way, but I think having a option to animate the fallback light in remix would be a decent solution to this
yeah, that'd be a great intermediary solution
i still can't figure out why the sun or moon showing up in-game causes any decals or overlays to appear
Itโs tied with the capsule shadows I think
it also causes the fake "light" effect on windows to appear at nighttime
it only works sometimes though
Is auto sky detection on
like here
i've messed with it a ton, it doesn't change anything unfortunately
it's off here though
Ah it was causing somewhat similar issue in swat 4
capsule shadows, meaning the fake shadows under the player? i did hide that texture, that's where it's showing up. early on in this game, it wasn't white like above. instead it'd just show the fake shadow again under the player
I thought those were raster
i'm confused
Ooh that looks really nice
@weary yoke did you happen to make any progress with this?
Nope
i think i'll finish up the barnyard area and move onto another game then
have you had a chance to try the pack i sent?
No I've been on holidays and haven't had much time to get around to it
@hallow root
i can definitely see the issue with the 3rd one
these 3 are all meant to be next to each other in-game
Righto! Let's see here
So the issue was what exactly? The lighting across them looked vastly different?
yeah, pretty much
at certain times of day, they look perfect, but any other time and they look very off. some look shiny while others look much rougher
Are they supposed to seamlessly connect to one another?
they do connect to each other, but they're not really seamless due to the meshes
i'll get some images
Right
I'm assuming the black top on number 3 doesn't connect to the others?
Like, the lower part of 3 does yeah?
correct, that blends into the grass
the bottom is sand
this is the albedo
is there anything else i can do to make this clearer or easier to work with?
this is 1 connecting to 3 (dirt road to road sides)
Okay
Try these
The textures don't perfectly blend into one another at all so seams will always be there
this one didn't send
But I leveled their colour balance here a bit
ah, thank you!
I can tell you that this one right here has very little to do with the textures though
This right here is caused by a normal seam in the geometry
The polygons are just facing wildly different directions which will lead to this
ah yeah, i'm not worried about that, i know it's from the mesh ๐ฆ
but the reflectiveness of the texture vs the other one
is there a way i can balance them better in Mixer to begin with?
KIND OF yes
So when you add a new layer right, you have the different tabs for settings for the albedo and normal etc etc
Under those tabs is a slider called "Match to underlying" if you increase that, it'll to try match it to whatever material is beneath it
So if you make sure to have the same base material beneath all three as you work on them, you can use that slider to match to underlying
hmmm
that's actually what i was doing! i'm not sure how it turned out so differently in that case
Interesting, yeah sometimes the contrast etc of the base is too strong to match it to
You can always enable the roughness preview in mixer and see what happens
okay, there. muuuch better
Yeee look at that! Sweet!
ya, thanks ๐
so you adjusted color balance specifically? or would a simple curves luminosity adjustment work
I use a curves editor!
Basically just did something similar to this
To raise the brightness of things a little more to match with the first texture
Not perfect by any means, but it's closer
๐ looks like what i had in mind
and yeah, much better. definitely passable for this setup ๐
The fact that anyone is trying to RTRemix this game at all is pretty funny
keep up the good work though
The prospect of seeing raytraced udders makes me shudder
in excitement
yeah, lol. it's just a game i loved as a kid, so it seemed like an ideal project ๐
cow GTA is a childhood favorite of mine as well, so to see it when i joined the server gave me a bit of whiplash
made more progress yesterday
replaced the tire tracks
WIP new puddles. they're a pain to get looking right
a replacement mesh would go a long way with this in particular
I'd love to do some work on Barnyard again but my toolkit is broken ๐ฆ
I'd love to go over and redo a lot of the textures considering the tools I have now and the fact that the normal maps aren't even normal maps
But without the ingestion of the toolkit I just don't have the motivation
i love textures that are tiled absolutely horribly
the original one only looks okay because it was so blurry, lol
Mesh replacment with a new UV is the only way
Hashes not stable?
they are. this game is just terribly bugged with Remix. replacements follow the player camera around instead of being anchored to the original mesh
indeed ๐
it was spooky seeing my first lamp replacement stuck inside the main character's head
Sounds like they were just having a bright idea to me!
...
restarting the toolkit fixed it
@hallow root do you have any tips for applying labels and having them look appropriately worn?
2 layers
hopefully one day i can pay back all of these requests for help, lol
Top layer: The label itself
BOttom layer: Scrappy glue paper layer
Slowly erase parts of top layer
Victory
๐ซก
added some grime. looks a tiny bit more natural now
still learning how to apply it best though
Looks sick, nice one
hmm. if i can get it in bounds (surprisingly annoying), would this look okay overall?
they were originally puddles, but imo it really makes more sense for them to be mud?
got them color matched to the original. not sure how i feel about it
Doesn't make much sense to me that sand would transition into mud so suddenly?
This looks very pretty though ^^
yeah, i dunno. it's really weird, and the meshes really don't help. in the original game, the puddles looked like this:
so i guess i'll go with puddles. unfortunately it just ghosts a ton and due to the non-functioning sun, it looks ultra bright at most angles
You could always try this approach
Darken the albedo around the puddle a bit
Gives a more natural transition
good idea. i'll see if i can do that
hm
can't find a way to make a smooth blend between materials in instamat ๐ฆ
using a mask like so doesn't work, and i can't find an alternative?
ah okay, i found it. needed to use the non-height type
this wasn't the best attempt, but it unfortunately demonstrates why i can't do it. i made sure my texture doesn't overflow the edges as to blend in properly, yet it still looks like this. most of the meshes for the puddles seem to do it to different amounts, and it looks terrible ๐ฆ
uuuugh what keeps happening
wow
guess it's tilling me to give up for tonight
This just means that the puddle plane mesh doesn't actually use the full 1-0 UV space
If you export that specific model into a modelling tool and look at the UV map you'll see it only occupies a smaller space on it
So you'll want to adjust your texture to fit into that space
i can't adjust it to fit each mesh all at the same time though ๐ฆ
there's like 7 of these and they're all different
But those different meshes would've still been bound by the original textures layout though
So if you fix it for one, and the others use the same texture, that should take care of those too
Unless it's a sheet texture
IN which case it'll be a bit more work, but should be fine too
the original texture had a decent amount of space around the edges to account for it, i think. it looks okay in regards to the meshes when i keep the main changes within the puddle border, but if i go out of that at all it causes issues
this is the original
editing anything on those edges causes the issues
Yeah that makes completely sense, you'll want to make sure you stick to those borders then!
So if you want a transition, I'd create that inwards, rather than outwards
i'll see if i can do that naturally right on the mesh edges. the meshes are pretty deep and are very polygonal, so i think it'll look pretty odd no matter what i do ๐ฆ
If you export the meshes and render a UV template you'll have a much easier time working around those limitations
Very handy to see where the polies are
Can't make any sense out of that haha, sorry
lol, it's okay. it hurts my head just looking at it

that's a totally new replacement material. it's one of the smart materials included in InstaMAT that i modified a decent amount
I'd like to see how that is done
i can post it tomorrow
mm it's a little bit messy, to the point where me posting it would probably make it more confusing
basically i used one of their built-in materials, exposed some of the input parameters to customize it, added some custom grime on top of it, recolored it, and exported it
What built in material did you use?
"Laminated Wood Worn"
well that's nice
Barnyard won't launch with Remix at all on my new install of Windows
yep, won't work
i'm not doing another Windows install to fix this, so this project is dead
i ran into this issue before and the only way to fix it was a fresh Windows install
i posted an issue on github. if that doesn't go anywhere, i'll share my current progress and someone else can continue it
Huh
I'll probably use it when I get time to work on this
I've been seeing Barnyard_No_Sun.exe, what exactly is that?
maybe no lens flares from the sun? never played the game so I don't know
it's a modified version of the main exe that removes the sun from the skybox to prevent some visual bugs. i have the patch available for it in the pinned messages in this channel, you can apply it using x32dbg
(it makes no difference with the current bug report that prevents the game from launching)
Thanks for clarifying!
My childhood game gets rtx man thanks
you still come off as a child
does it start without remix and have you tried windowed mode?
https://www.pcgamingwiki.com/wiki/Barnyard#Windowed
i don't have a registry key in that location. i usually force windowed mode with dxwrapper
the game does load without Remix
i made the key, sadly the issue persists
@vivid falcon btw in regards to the opacity performance stuff: https://github.com/NVIDIAGameWorks/rtx-remix/issues/394#issuecomment-1969740292
apparently the specific type of transparency going on here wouldn't harm performance too much. not for the grass, but for all of the geometry in the scene
Yea, I think Mark already mentioned something like this regarding the hit shader won't be any slower if the texture is fully opaque anyway
I am still curious where that horrible performance comes from, it is not just vertex shader capture.
Out of curiosity, is this behaviour limited to just Barnyard?
do you mean the crashing issue? if so, yes
Thanks again for continuing to run tests, this has been is a particularly puzzling one.
i'm sure it has. this behavior is extremely odd ๐ฆ
i do really appreciate the support and quick responses on the issue ๐
Another thing that has crossed my mind is, is the behaviour the same when you use d3d8to9 directly instead of through dxwrapper? https://github.com/crosire/d3d8to9/releases/download/v1.12.0/d3d8.dll
interesting, it's not. it maxes out 2 cores (instead of just 1) and it almost immediately gives this error:
it took about 6-7 minutes for that error to appear with dxwrapper
you also suggested that i rename the cache file. i did so and reported back, but i've now noticed that no new file is generated to replace it
Any chance that there's any logs for this?
dxwrapper has the advantage of creating logs, unfortunately afaik d3d8to9 does not do this
This actually really interesting
I think we can disable logAllCommands to reduce low much time we waste logging, I thought it might be an issue with the command/data queue, but that doesn't look like the case
Oh just to make sure, if you delete the Barnyard_No_Sun_d3d9.log file, does it also come back (using d3d8to9)?
yeah, these were just made actually
@waxen pagoda thanks to your help, i think i just got it working!
something extremely odd is going on. there's a few things to note first:
- i tested the original, unmodified game exe continuously each time i updated you guys on GitHub, but used the No_Sun version for reporting for consistency
- i did test d3d8to9 earlier on and noticed no differences, but hadn't used it for a while now
- i did a fresh driver install last week for RTX HDR testing
- Windows just updated today
so now: launching the game with any exe other than the original crashes it, even without Remix or a wrapper installed, and i have no idea why. the other exes i'm referring to are modified exes (using established hex edits) that increase the resolution of the game up from the base 800x600. on the old Windows 11 install i had, they all worked perfectly, Remix or otherwise
here are the logs for when it functions properly (including a dxwrapper log)
Have you also been doing something like using the community made launcher/downloader to update the remix binaries? or have those been static?
you mean the updater in #remix-beginners-guide? i only updated when you guys asked me to on the github post, otherwise it remained the way it was
i downloaded and installed each update manually
Awesome, just wanted to check if it was potentially some fix that got pushed in
As a small aside, I had to recently freshly install Windows 11 on a machine, and had to install the DirextX End-User Runtime from Microsoft to get a simple dx9 application running. The error looked distinct from what you are seeing, but I wanted to share just in case. https://www.microsoft.com/en-gb/download/details.aspx?id=35
The Microsoft DirectXยฎ End-User Runtime installs a number of runtime libraries from the legacy DirectX SDK for some games that use D3DX9, D3DX10, D3DX11, XAudio 2.7, XInput 1.3, XACT, and/or Managed DirectX 1.1. Note that this package does not modify the DirectX Runtime installed on your Windows OS in any way.
Considering Barnyard ran just fine on it's own before, I don't think it's related.
yeah, unlikely but still interesting. i had no idea they separated it with W11. the description on that page even reflects that
thanks for that, that'll help going forward ๐
@waxen pagoda re-running the game setup with freshly a modified game exe (the original ones just refuse to work for seemingly no reason) works fine now. i have no idea what went wrong, it makes no sense at all still. thankfully it does seem to have been unrelated to Remix the entire time. i'm very sorry for how much time was spent troubleshooting it, but i also appreciate your guys' efforts
i'll wait for your response before closing the issue, though i think it should be at this point
Barnyard is working again?
yes ๐
it's so smooth on a 4090, lol
and i'm happy to report that frame gen works without issue
When did you get a 4090?
why is it dx11?
just misreported
I never thought I'd see someone running barnyard with a 4090 lmao
lol yeah. pretty ridiculous
buut it's beautiful with the new materials
woooooooooooooooooow
it's fixed
what is?
we can have the sun/moon now without artifacts on the player or buildings
that's a side effect that i can probably fix
proper high(er) res shot of the new materials
I forgot how nice you made the 'sand' or 'dirt'
