#Fallout New Vegas

1 messages · Page 2 of 1

dusty lynx
#

actual question, does FNV support spot lights?

brazen oyster
#

no

dusty pivot
#

no

brazen oyster
#

bethesda removed them

#

because pepebigbrain

dusty pivot
#

basically, since it's forward, shaders only handle the basics

brazen oyster
#

I mean they are still there

jagged chasm
#

If anyone wants to buy my 3080 off me, I’ll sell it cheaper than msrp. I need that 4090 vram.

brazen oyster
#

just unused

#

I wonder if NiDX9LightManager can be brought back to life

dusty lynx
#

ah, and I'm assuming there's probably like no proper engine or GECK support for them? cause that might still make a case for wanting to use usda based lighting

brazen oyster
#

nope

dusty pivot
#

lights in forward are simple: pass their data to the shaders, loop in the shader and add all lights from the scene one by one

brazen oyster
#

bethesda made their own spotlights in FO4

dusty pivot
#

if you want spotlights, your shader has to know how to light the object with the data passed to it

brazen oyster
#

gamebryo lighting system is unused

brazen oyster
#

because of fucking course

brazen oyster
brazen oyster
#

it's not GB

jagged chasm
#

It’s not as bad as the sims 2 engine right?

#

Right ?

brazen oyster
brazen oyster
#

can't top that

jagged chasm
dusty pivot
#

it's not like that, you can easily do your own loop

#

this is a loop happening in the shader, but the scene graph has all the lights

#

iterating through the lights of a cell is easy

#

but you'll need the scene graph decoded and accessible in your plugin

jagged chasm
#

My pizza bounty is still on the table @dusty pivot KEKW

dusty pivot
#

this is the function I use to get all lights and gather the info required to do a lighting pass

#

basically NVR tries to take a page from the deffered book to render a single texture with all the shadows of the scene, then composites it on top of the image to avoid having to modify all the individual object shaders

#

I hope that eventually I can bend this renderer to output the passes a deffered renderer has, then do the lighting in deferred

#

that's what I'm hoping your guys will save me from having to do

dusty lynx
#

@dusty pivot what branch is best to work off of?

brazen oyster
#

nightly

jagged chasm
brazen oyster
dusty pivot
#

my fork isn't the main one, so I keep main clean. Nightly is the aggregate of all the changes made since the fork was done, and whenever I publish a new nightly I (usually) merge the new commits to it.

#

I haven't for the last couple of times because the features have been a bit broken, so the latest changes are on the pointlights in exterior branch. I'll probably merge them soon

dusty lynx
#

tomlplusplus missing?

hearty crane
#

The face difference 🫣

dusty pivot
dusty lynx
#

I cloned with submodules, there's no .gitmodules in the repo though

dusty pivot
#

really? There should be?

dusty lynx
#

ah fuck okay, cause I didn't clone directly to nightly

dusty pivot
#

yeah having main so far behind is annoying, maintainer of official repo is mia

#

(busy with work)

brazen oyster
dusty lynx
#

bleh, tomlplusplus is just giving me tons of "error C2131: expression did not evaluate to a constant" on it's asserts, release build seems fine though

dusty pivot
#

strange...

brazen oyster
#

Alenet's XML won...

dusty pivot
#

worse case scenario, download artefact from tomlplusplus and copy paste 😬

dusty lynx
#

Alenet couldn't maintain a basic git repo

brazen oyster
dusty pivot
#

loooool didn't see the emoji code hahaha

#

oh, Alenet

brazen oyster
#

he's thinking about it

simple gazelle
#

Do you know why the hashes are unstable? If you can figure out what properties are constantly changing, there may be ways to fix it - either in the game side or the Remix side

jagged chasm
#

Oh another note: Can I just remove the normals from the bsa files to disable them?

jagged chasm
dusty lynx
dusty pivot
#

I have absolutely no idea about that part of the code

#

there is a lot in this plugin I still don't understand very well, in the hooks part

#

lots is uncommented and would basically require intimate knowledge of the memory addresses

dusty lynx
#

oh this hurts ... Alenet made assert always static_assert, and then is using assert instead of static_assert in places

dusty pivot
#

I honestly would love a pass done by someone who knows what they're doing because a lot of this is above my head haha

#

not to say that I don't understand why replacing core c++ namespace is horrendous of course

brazen oyster
#

AlenetC++

dusty lynx
#

this shouldn't be too hard of a PR, it's mainly just struct size and offset checks

brazen oyster
#

do not look at settings hooks

dusty pivot
#

btw feel free to join the discord & create a thread in development if you want, I don't want to pollute this channel too much with stuff that might be irrelevant

dusty lynx
#

is Alenet still around in there?

brazen oyster
#

no lmao

dusty lynx
#

good

dusty pivot
#

no, he only comes by twice a year

#

it's pretty chill these days

jagged chasm
#

I’ll be able to test any builds you guys have later today by the way

scarlet pond
#

I can’t seem to get this to function

jagged chasm
#

RtxRemix ?

scarlet pond
#

Remix for new vegas it’s side loaded it but I can’t seem to bring the alt+ x menu up

#

Can tell it’s running it I’m just not seeing any shaders

jagged chasm
#

Oh. Make sure bUse Keyboard=0 is set in the perfs ini

scarlet pond
#

The my games ones?

jagged chasm
#

Yea

scarlet pond
#

Can seem to find it in prefs

#

There’s bBackground Keyboard = 1

jagged chasm
#

That’s the one

scarlet pond
#

Groovy

jagged chasm
#

Needs to be 0

scarlet pond
#

Also wowsers 19fps in goodsprings

#

Still the same

jagged chasm
#

Oh there’s a lot of textures and stuff to toggle in order for it to work

scarlet pond
#

cant seem to open up the menu to do so

#

the shortcut just doesnt do anything

jagged chasm
#

Do you have a controller connected?

scarlet pond
#

i dont think so no

#

ive checked my ports and theres nothing else in

#

My gpu is pinned at 100% and there’s no physical difference lol

jagged chasm
#

Uh. Might need to toggle the direct input or the other input tweak in bridge conf

scarlet pond
#

cant see a bridge conf

jagged chasm
#

It’s in the trex folder

scarlet pond
#

Gotcha

#

I’ll try this

#

Nope still no access to the menu

#

I’ll just run across the whole breaker

jagged chasm
#

Sorry I can’t be more helpful. I’m working on getting a guide written for this but it keeps having to change as we develop it more monkaS

scarlet pond
#

Yeah I know finding the articles and read mes is a nightmare in these early stages

#

I’ll have to keep trying could you post your configs

hearty crane
#

According to Wall_soGB the ini in The main dir (Fallout_default.ini)dictates what it written in /my games/FalloutNV one
cant say for sure
@scarlet pond I also have :bBackground Keyboard=1 (fallout_default.ini) also same in the other(in documents)
never had a problem with input in this game(except when the mouse is invisible, alt+delete solves that easily)

scarlet pond
#

The default is the default then?

#

Remix aasaaaaa why you no let me use the menus

hearty crane
#

@scarlet pond How are you runiing it in windowed mode? from where?

scarlet pond
#

I’m running it in windowed mode

#

The prompt comes up at the launch but using the shortcut does nothing

hearty crane
#

My shortcut (is the launcher) runs in normal window.And in options windowed is NOT selected.

jagged chasm
#

It’s something with the background keyboard book and one of the input tweaks with bridgeconf

scarlet pond
#

Odd so having it windowed stopped the thing from doing the thing

#

Right so when selecting textures am I literally just clicking them in the dev menu

hearty crane
#

my bridge.conf is stock and coomands are with # , i think if a command has '#' , its disabled/considered as a comment therefore a default is used(dont know what defaults are for these two commands).

summer cargo
#

Pretty much, # is used as a comment marker.

scarlet pond
#

Nice

summer cargo
#

Can't have DXVK trying to read all those digs at The Sims 2. 😏

scarlet pond
#

Haha

jagged chasm
#

Those get applied by the exe name. Lot of game specific tweaks get applied the same way.

scarlet pond
#

So do I leave the normal maps unselected

jagged chasm
#

No they all need turned off

scarlet pond
#

So just select textures

jagged chasm
#

It’s a bit of a chore. You can use the console command tlb to turn them off tho

hearty crane
#

If we can turn them off from the game, otherwise ignore textures doesnt work for these normals.

#

Tlb also disables some terrain , last couple of times i checked

scarlet pond
#

It’s like playing cookie clicker with textures

#

Ah sheet

#

I done clicked them all in the one catagory

jagged chasm
scarlet pond
#

How does setting emissives work

hearty crane
#

@scarlet pond Currently , treat the Worldspace UI as emissives.

scarlet pond
#

Gotcha

jagged chasm
scarlet pond
#

Now would I use the normal maps in the emmisives too or

hearty crane
#

@jagged chasm Ye, i thought ye knew. I would have told you.

scarlet pond
#

Or does remix just take the colour

jagged chasm
#

Normals need to be set to ignore

scarlet pond
#

So all normals need to be ignored

hearty crane
#

@scarlet pond With Emissive it takes the color from the texture/geometry, if a game supports add textures as lights(diffrent tab/category) those are same Bright/light color.
(new vegas cant use this)
do mind if you ramp up to much the emissive intensity the color will be bright but you wont see much of the texture.

#

youll learn fast.

dusty lynx
#

#1106553248590090351 message

#

I'd probably just start with all these configs first

scarlet pond
#

There’s pre-made ones? I’ve been looking ages

jagged chasm
#

Learned a lot in the past few days.

scarlet pond
#

Are most of the basics like normals being ignored and light textures done?

jagged chasm
#

I’ll focus on updating my guide tho, I really want to make it so this is “easy” to get running.

dusty lynx
#

also I had to set "bBackground Keyboard=0" in Fallout.ini for it to work, and FalloutCustom.ini seems to not work at all for me

#

It should be decently easy to just unpack the game's archives, scan through all the normal maps, and generate an ignore list

#

or hell, even convert them all to octahedral normal maps and make them work through a usda

scarlet pond
#

Odd I keep adding normals to the excluded textured zone and goodsprings building flashed green like I’d completed an objective

dusty lynx
scarlet pond
#

Ah

hearty crane
# scarlet pond Ah

When you get et working:
Ye basicaly got 3 ways of lighting currently(separate ways of controling the light).
1.Emssives(worldspace UI)
2.Sky texture
3.fall back light | acting like sun or a sphere/you choose

dusty lynx
hearty crane
#

et was pinned couple of days ago

dusty lynx
#

oh, I checked pinned just now and it said nothing, but now it says it's there

scarlet pond
#

F it crashed

hearty crane
scarlet pond
#

i see the hack and dxvk

#

i thought it would be similar to morrowind where people would have pre done configs

dusty lynx
#

a lot of this stuff is only barely working like, as of a couple days ago

scarlet pond
#

ah noted

#

so if i can manage to get a somewhat working version ill post it here

dusty lynx
#

nightly build of dxvk-remix is needed to get rid of the intense shaking
and bridge hack is needed to get rid of multithreaded crash issues

scarlet pond
#

Honestly I’m pretty new to the whole GitHub stuff

#

Everything I’ve downloaded for rtx remix has been sending my windows defender insane

hearty crane
#

Now it doesnt start for me either, but i messed about with settings in fallout_default. 😄

scarlet pond
#

Hmm the game keeps crashing I think it’s running out of memory

#

Does nvse make a difference

dusty lynx
#

go into .trex/bridge.conf and change # client.setExceptionHandler = False to client.setExceptionHandler = True
it should then make a .dmp file when it crashes, you can send it to me to see why it's crashing

hearty crane
#

uGridDistantCount=20
uGridsToLoad=5
I had these to 35 and 7 , didnt want to start up to the menu.

scarlet pond
#

Thanks

hearty crane
#

Tho now with latest Dxvk-remix the pipboy doesnt show anything.Layering problems

scarlet pond
#

Ah

#

It seems to be crashing sooner and sooner

jagged chasm
scarlet pond
#

Managed to get a few things working but it’s gonna be a two parter I’ll do some more work on it tomorrow morning hopefully I can get the emission textures working because it’s rather dark in game at the moment

#

Can’t seem to setup the sky texture which is an issue

brazen oyster
dusk rock
#

i got a ping here but can't find it

hearty crane
#

@dusk rock Someone said the main post should be pined, i replied that you pined et
I update et the post recently, might have cause some sort of latency in the pin et self, dont know

dusty lynx
#

@brazen oyster noticing there's some kind of offset, testing lights in an interior, the world roughly renders around the 0 point but the world location of the lights are like 2500 units away

#

oh, nvm it's just the player camera? position

jagged chasm
#

Damn that was fast

#

Like I thought this would take months.

#

Y’all getting this figured out in a week since it was able to be injected.

#

@dusty pivot can rest easy now

dusty lynx
#

I'm so far unable to actually get the lights to line up properly

dusty pivot
#

It is possible that the lights are not lined up in the game itself

hearty crane
dusty pivot
#

They've been placed a bit questionably sometimes

dusty lynx
dusty pivot
#

NVR has a debug shader that lets you visualize their position

jagged chasm
dusty lynx
#

I'm currently just using the player position but that makes it so crouching moves the lights

dusty pivot
#

Oh, NVR also does reconstruct some of those matrices

#

I believe in the render manager?

#

You should be able to find how to get the world transform I think

dusty lynx
#

All the geometry that remix sees seems to be oriented around the camera (probably why none of the geometry hashes are stable), so to also get remix to see the lights I have to orient them relative to the camera

hearty crane
#

Looks like a direct light with slightly high effect radius (or default cause for direct lights lower radius may be better to give contrast to soft shadows from emissives ).I cant get any direct lights thats why ets odd to me.

#

Direct lights in a vertex capture give psychadelic lights.disperesed everywhere, pulsating
In Stalker CS and here.Not claiming its a rule

hearty crane
jagged chasm
jagged chasm
dusty pivot
#

But camera and player position are different i believe

#

Hence the crouching issue

hearty crane
#

@dusty lynx Go here and tell me the total number of lights

#

Render->lighting->lighting statistics

jagged chasm
hearty crane
jagged chasm
#

That light source he showed was the one from in the game, captured used NVR, and then given over to Remix. So it’s not like a manually placed light or anything.

By default, there’s no light sources visible to RTXRemix from the game. Apart from emessive textures as you know. The translation patch that BlueAmulet has built off NVR, I believe, let’s the light sources be captured by rtx remix.

hearty crane
#

So thats why you said , THAT WAS FAST!!!

jagged chasm
#

BlueAmulet be sniping Nvidias internal Jira queue.

simple gazelle
#

It might be possible to mod the game to pass a camera transform to FFP and just the identity to the vertex shaders, but I doubt that will actually be as simple as that sounds - especially if they use different camera / player transforms for different draw calls

jagged chasm
#

A new quest has been discovered Pog

viscid grotto
#

does new vegas work yet

#

the game I mean

sterile hinge
hearty crane
viscid grotto
#

oh shit

#

uh

#

alt+x doesn't make the gui show up

#

nvm

#

wait no

#

it still doesn't

#

nvm

#

had to turn of background keyboard

#

uh fuck

#

I can't skip the intro cutscene now

#

or go into the console menu

#

I see what the problem is

#

I have my controller connected

jagged chasm
#

Did you follow my guide aww

viscid grotto
#

guide?

jagged chasm
#

I made it just for you :^)

viscid grotto
#

ah, ok

#

is it just me or are the normal maps being treated as regular textures

dusk rock
#

looks like it

#

looks like an alien too, lol

viscid grotto
#

how do I get rid of normal maps

jagged chasm
#

Gotta mark them as ignore

#

It's a bit tedious

#

The rtxconf I posted has quite a few but

viscid grotto
hearty crane
simple gazelle
#

BTW - when sharing confs, yall also need to make sure you're using the same in-game graphics settings. Stuff like changing the texture quality can change the texture hashes

hearty crane
#

@viscid grotto Disable alpha blended,and /or emissive blend overide.

#

When path tracing passes,Emissive blend has some normal maps act as emissives, not all of them.
Disable emissive blend overide and they vanish

viscid grotto
#

that just makes most objects vanish, and the screen still flashes pink

hearty crane
#

There must be some texture classified as "add light to texture" . You running NVSE/mods or Stock FNV?

viscid grotto
#

stock

hearty crane
#

Search for a texture thats placed in "add light to texture"

jagged chasm
#

In this game that is

hearty crane
jagged chasm
dusk rock
#

i'm still upset that they disregard all AI upscaled packs as "bad" though

jagged chasm
#

Who? Wall_SoGB?

dusk rock
#

the guide you mentioned

opal crystal
#

Well, a lot of them are low quality.

#

There probably exists a good one out there.

dusk rock
#

the way it's worded pretty much discredits the method entirely

#

and while i agree that many are poor, just saying any AI upscaled pack is bad isn't right imo

#

anyway, lets just move on from that

fervent void
# dusk rock and while i agree that many are poor, just saying *any* AI upscaled pack is bad ...

In my experience with AI upscaling, it's not that it is bad per se, it's just that it is often uneven in terms of quality. I have seen AI upscaled textures that almost looked as good as if they were done by hand and then others that looked like it had no idea what it was even supposed to be doing, and that is with the exact same model being used for both the good and the bad. Overall I do think it's better than nothing most of the time, though.

summer cargo
dusk rock
summer cargo
#

More than anything there are certain artifacts that can be diminished, like white outlines along transparency or bad tiling, and failure to account for that will instantly discredit any other work that went into the model.

dusk rock
#

a cheap AI upscale without any effort definitely isn't worth using. i just wish they had worded it a bit better, that's all

dusty lynx
#

@jagged chasm NVSE plugin to pass lighting information to RTX Remix, point lights only no sunlight
Obsoleted by #1106553248590090351 message

jagged chasm
dusty lynx
#

though sunlight (fake dummy one for test) was having the issue that since stuff behind you gets culled, it just leaks pretty badly, some anti culling system patch is definitely needed

hearty crane
#

I didnt expect USD to export cause of the vertex capture(i think it doesnt export from Stalker Clear Sky,maybe i need to retry)

dusk rock
#

it doesn't export fully in Barnyard right now either iirc

#

also heavily shader based

hearty crane
#

Pretty good!!! @dusty lynx
showed 8 lights in total outside goodsprings(got inside, same : 8 lights).Adding lights to texture doesnt work.

#

To the Saloon!!

#

known issue:Culling leaks more light then there is... in this scene

dusty lynx
#

also probably an issue but D3DLIGHT9 wants a Range and I could not find such a number on the NiPointLight, attempting to calculate it from the attenuation numbers wasn't working out, setting it to 0 hoping remix would figure it out failed. Also I don't know what values are in the specular color cause they're not 0 to 1, and also not 0 - 255

dusk rock
#

it's just shocking how good that looks, even with the old assets

#

great work

jagged chasm
#

I wonder if the light hashes are stable

dusty lynx
#

they are camera position relative so probably not

jagged chasm
#

We could just modify them using mod.usda if they are

#

Nonetheless, this incredible progress.

#

Thanks for all this work @dusty lynx aww

dusk rock
hearty crane
#

@jagged chasm In world transform/ fused world view,they dont move with the camera.If thats what y'all mean

dusty lynx
#

there's several hard coded addresses in NVR that wouldn't translate over to FO3

jagged chasm
hearty crane
#

Dont know how to do that.

jagged chasm
#

All good, I'm going to look at it here in a bit.

#

Plus try getting some PBR materials in game.

hearty crane
#

Now how about that...

summer cargo
#

This looks incredible.

#

You're all amazing.

#

I don't even like New Vegas. 😅

#

I'm genuinely convinced to give it another shot now.

#

On the topic of emissive materials-- my new build of PBROven was uploaded publicly and will now enable emission, and if an emissive map exists in the texture output directory, it'll enable that too.

#

It's still a mess so don't mess around tagging, but I'll try to give it a go as soon as I can for FO3.

#

https://anchorlightforge.itch.io/pbroven The version you'll want is 0.0.20 Alpha which includes the rtx.conf parser so anything you mark as an addlight will automatically be emissive, adding a toggle for this is on my to-do list but I'm not sure when it'll be in.

#

I hope it helps, sure wish I got this done sooner but it felt like every time I thought I was getting somewhere a new problem came up. Such is software dev. 😂

hearty crane
dusty lynx
#

@summer cargo were you the one doing stuff with xxhash?

summer cargo
dusty lynx
#

something I want to try doing is writing something that takes an extracted bsa from the game and automatically hooks all the textures up as a usda

summer cargo
#

If you can get the textures into a single folder I can make a super hacky prototype using PBROven as a basis.

simple gazelle
dusty lynx
simple gazelle
#

That code is what we use to try to calculate a radiance to make a physically realistic light that is similar to the game's light. D3D9 lights can have completely physically impossible values, so we can't always get it exactly matching, but that code works fairly well most of the time

#

Unlike most of the codebase, that function is also really well documented and explained

hearty crane
#

Camp McCarran.
Emissives OFF

jagged chasm
dusty lynx
#

wouldn't it be the DDS data without the header?

jagged chasm
#

Yea but my smooth brain only knows how to use Python at a pretty basic level.

dusty lynx
#
with open('texture.dds', 'rb') as f:
  data=f.read()
hash(data[128:])
jagged chasm
#

I think it’s easy to do in c++ cause there’s the nvtt sdk that handles it.

jagged chasm
dusty lynx
#

hmmm

#

yeah no byte offset matched the hash.

hearty crane
#

No emissives! 👍

#

Outside ,unfortunately there are no lights(maybe the loading didnt go right)

jagged chasm
#

I know nvtt can do that but it’s sdk is in c++ which I only know vaguely.

jagged chasm
#

Can’t wait to put all the emissive and normals back into the game.

dusk rock
summer cargo
dusty lynx
#

@jagged chasm @summer cargo figured out the hash, it's the xxh3_64 of only the first mipmap

dusty lynx
#
import xxhash

with open('01EB357EC995C7EE.dds', 'rb') as f:
    data=f.read()

dwHeight = int.from_bytes(data[12:16], "little")
dwWidth  = int.from_bytes(data[16:20], "little")
pfFlags  = int.from_bytes(data[80:84], "little")
pfFourCC = data[84:88]
bitCount = int.from_bytes(data[88:92], "little")

mipsize = dwWidth*dwHeight
if pfFlags & 0x4: # DDPF_FOURCC
    if pfFourCC == b'DXT1': # DXT1 is 4bpp
        mipsize //= 2
elif pfFlags & 0x20242: # DDPF_ALPHA | DDPF_RGB | DDPF_YUV | DDPF_LUMINANCE
    mipsize = mipsize*bitCount//8

print(xxhash.xxh3_64(data[128:128+mipsize]).hexdigest())
ornate marlin
short scaffold
#

wow...good progress

dusty lynx
#

Going to the store now but I'm going to try figuring out usda replacements and getting vanilla normal maps working

jagged chasm
#

Here's a python script that returns off the hashes in the form HASH, in a specified text file. Thanks so much @dusty lynx

#

Oh lemme add the 0x prefix that the rtx.conf uses. Just saw that it kept that

summer cargo
#

That 0x is the most inconsistent thing in the world. 🙄

jagged chasm
#

Also an updated python script that handles a filter

#

xxhash-textures.py Texture/Path output.text [optional string filter]

brazen oyster
#

Specular, red

#

Is the range

#

It's reused

#

Light specular doesn't exist

summer cargo
#

@jagged chasm This is madness. You should 100% tidy this up and post it to #1095534398134300682 for other developers to use, I think this is going to be a huge deal for a lot of games where this type of texture extraction is possible.

#

I'm kind of awestruck right now, you all got this done so quickly...

dusty lynx
# brazen oyster Range huh

heh, kind of thought that value looked like a range, I ended up using specular red for the range in the mod

brazen oyster
#

Good instinct

summer cargo
#

I was going to say that PBROven might actually serve a purpose here but it looks like ignore_material is being ignored by the final USDA. 🙄 Guess I'll ship that build now.

summer cargo
#

Okay, new build will go up in a minute. Mostly just small tweaks but the tool now marks IgnoreTexture as ignore_material in your final replacement USDA; usually not necessary but sometimes Remix just likes to ignore texture input.

dusty pivot
#

Amazing progress!

dusty lynx
brazen oyster
#

in the accumulator

#

do you want to disable it only for lights or, for everything?

dusty lynx
#

everything, cause otherwise it makes lights leak a lot

brazen oyster
#

okay, expect unplayable game then pepeomegakek

#

sec, I'll find the code for it

jagged chasm
#

You can enable culling in remix itself to prevent it from getting too crazy

brazen oyster
#
BSCullingProcess* __fastcall BSCullingProcessCreateHook(BSCullingProcess* apThis, void*, void* apVisibleSet){

    ThisStdCall(0x4A0EB0, apThis, apVisibleSet);
    apThis->kCullMode = 1; // ALLPASS 
    return apThis;
}

WriteRelCall(0xC51887, BSCullingProcessCreateHook);

#

this will disable the culling on scenegraph's culler

#

does NVR even ship with this class?

#

no lmao

jagged chasm
brazen oyster
# brazen oyster no lmao
class NiCullingProcess {
public
  void* vftable;
  bool m_bUseVirtualAppend;
  NiVisibleArray *m_pkVisibleSet;
  NiCamera *m_pkCamera;
  NiFrustum m_kFrustum;
  NiFrustumPlanes m_kPlanes;
};

class BSCullingProcess : public NiCullingProcess {
  UInt32 kCullMode;
  UInt32 eTypeStack[10];
  UInt32 uiStackIndex;
  BSCompoundFrustum *pCompoundFrustum;
  BSShaderAccumulatorPtr spAccumulator;
  bool bRecurseToGeometry;
};
#

the offset of kCullMode is +90h fyi

jagged chasm
#

By the way, the massive amount of pink light being emitted may be from some weird double stack texture bug. I get a second instance of an object sometimes and it has the same corrupted (?) pink shimmer to it.

brazen oyster
#

pink is usually missing texture

#

although missing textures can also just swap between last used one

summer cargo
jagged chasm
brazen oyster
#

this will be geck in 2015

jagged chasm
#

Was GECK able to have the correct coordinates defined KEK Most of my captures from fallout are inverted

summer cargo
#

I'm noticing that too in FO3. Unfortunately this might be a case where Omniverse is the limiting factor.

#

I hope we can flip +/- vertical though, and maybe even an X Up option just in case.

brazen oyster
#

When I was importing maps to blender I remember rotation being inverted on some axis

#

that was long time ago and I don't remember details sadly

summer cargo
#

Probably the same here. Blender prefers Z as up.

#

I think Fallout may use Y as down which is-- why?

jagged chasm
#

Bethesda just being Bethesda I assume.

summer cargo
#

But i don't have my captures in front of me right now so I can't verify my disappointment.

brazen oyster
#

z is height

#

positive is up

summer cargo
#

Huh. I wonder why captures are getting it so wrong then...

jagged chasm
#

So are they here?

brazen oyster
#

I think they are right handed though

#

with z and y swapped

#

yea

jagged chasm
#

Welp.

#

Time for some sleep. Bedge Then back to the grind of figuring out the pink monster that took over my copy of the game.

hearty crane
dusty pivot
#

if you don't care about your save you can do coc topscasino

#

and teleport straight into the tops

#

but you'll break every main quest

short scaffold
#

Thanks for telling me that

hearty crane
#

T'was a Joke. Since ets NVSE/Reloaded The save is from TTW(fallout3) so i have alot of caps in that save.
The Inventory is from fallout 3 save 😄
To be clear , TTW is not active. FoNV got messed up for the second time couple od days ago so i installed on other drive. But the saves are the same (cause NVSE i think) as most of ye know.

#

On a slightly more serious note, someone asked me , if i tried the anti culling.I though he meant remix-anti culling but he said there is a mod for New Vegas for anti culling.Cant find that comment. If anyone knows...

scarlet pond
#

still not much luck on the new vegas front i have most textures sorted but its still really dark and shaking

hearty crane
scarlet pond
#

trex?

hearty crane
#

trex folder from Remix

scarlet pond
#

ah ill go check

#

nope lol

hearty crane
#

DXVK remix # 75 has the option to read the world properly

scarlet pond
#

will that read textures better then

hearty crane
#

This is from the Pined post:
After installing [dxvk-remix-6b4fe7d-75-release]:Game setup->parameter tuning->ShaderSupport->
Use world transforms: DISABLED

scarlet pond
#

having issues assigning lights too

hearty crane
hearty crane
# scarlet pond having issues assigning lights too

We cant assign lights to textures ...yet.
thats why this latest edit( NVR_RTX zip file) from @dusty lynx is a major step , Uses the mod NeVegasReloaded (modified NewVegasReloaded.dll) to add lights that are recognized by remix

scarlet pond
#

Ah

#

cant seem to find the use world transforms option

summer cargo
#

Not the same game, but the same problem happened here.

summer cargo
scarlet pond
#

ill give that a try once i fix the world freaking out

#

is that in game or the config files

dusty lynx
scarlet pond
#

got a link to it?

hearty crane
#

@scarlet pond To be more clear we can add EMISSIVE light to textures but not "add light to textures" .Far as i know Add lights to textures are passing through RTXDI
Ye add emissives in World space UI.

scarlet pond
#

i see

summer cargo
scarlet pond
#

thanks

#

been combing files for it

hearty crane
# summer cargo Wait World Space UI?

Ye. With portals files the sky textures acted as emissives but after v.0.1.1 effectively the worldspace act as emissive.(this is for training purpose/meaning when someone does proper remix the emissives might not be in World space UI , im not saying et should be like this)

summer cargo
scarlet pond
#

Right so it should be where I’ve been tagging stuff but it isn’t

ornate marlin
#

Going to ask the Xedit guy if it's possible to auto strip them if they are objects

hearty crane
summer cargo
#

It won't directly affect the game, but what's important is having this metadata for later. I wish we could assign our own categories of textures directly in the Remix menu, but alas.

scarlet pond
#

Still can’t find that option in the menu

summer cargo
scarlet pond
#

Righty

summer cargo
#

I know whichever one consolidated the Remix imgui to three menus includes it.

dusty lynx
summer cargo
#

But the rtx.lightConverter trick has worked:

scarlet pond
#

Wish GitHub wasn’t such a headache to navigate to find latest versions

summer cargo
hearty crane
scarlet pond
#

Idk I’m fairly new to it all

summer cargo
#

More importantly replacements won't work on it.

#

It is a good workaround but it causes all kinds of headaches, including not being able to capture it effectively until that one commit to capture all materials regardless of rasterization is done.

ornate marlin
#

So just send out an @ to Xedit lead dev honestly their team would probably be able to do a shit ton for RTX remix if they happened to feel so inclined

#

Linked thread for them

hearty crane
summer cargo
#

The real point of World Space UI is to tag UI elements that are confusing the game, like the Kingdom Hearts crosshair-- stuff that takes place in 3D space but isn't meant to take in any kind of light.

ornate marlin
#

Has anyone here looked into Xedit themselves I believe it's all about automated script features

summer cargo
#

To give you a small example of what can go wrong-- in Anachronox, dialogue boxes reflect light in the scene. I tried to turn this to world space UI, but had to disable that as several character models started showing up as rasterized.

ornate marlin
#

And reading game data

dusty lynx
summer cargo
#

You're better off just making emissive textures either by hand or in omniverse, or bulk replacing it and fine tuning it later-- I wish there were a better solution.

dusty lynx
#

I'm wondering if that can just be turned off in dxvk-remix

summer cargo
dusty lynx
#

there's no guarantee that the hud is drawn last in the game

#

unless that is actually just a bug, it feels like it sometimes I click ignore for a random texture and then half the world falls back to rasterize

scarlet pond
#

this is what i got so far

hearty crane
#

@summer cargo I had this convo with someone else. Might have been adamplayer. Im aware what World space UI is, Marking of enemies, floating prompts over objects and many other things.
Im saying...effectively... as things are now(FOR TESTING PURPOSES,not for proper remix) , consider WorldspaceUI as Emissive

scarlet pond
#

world space is still freaking out

#

and it only works facing west XD

summer cargo
#

I debated this, but the main reason I'm wary of it even for testing is because it started having weird side effects and rasterizing entirely unrelated objects in a few games (mainly Anachronox and Hitman).

dusty lynx
#

I did get dxvk-remix built so maybe can add in some logging for the game to know why certain things are falling back to rasterized

scarlet pond
#

does anyone have a rtx.conf theyd like to share for comparisons

hearty crane
scarlet pond
#

damn i thought id found the sky texture

hearty crane
#

Ye turn in one direction and et might be A NORMAL MAP blocing pathtracing...

ornate marlin
#

Yo guess they open source

hearty crane
dusty lynx
#

they've always been open source, since 2012

hearty crane
scarlet pond
#

maybe i can just add it somehow

#

gonna go investigate in omnivers

dusty lynx
#

oh I did get the no culling patch from Wall_SoGB integrated, I'll post another build

hearty crane
#

there are multiple

ornate marlin
scarlet pond
#

interesting, importing the usd into blender seems to rotate everything on the x axis

#

and its massive

summer cargo
#

I haven't used the Blender plugin, but if the same thing is happening in Omniverse you can make the capture a little better with Parameter Tuning by changing Z-up/Y-up and Left-handed/Right-handed.

hearty crane
#

@scarlet pond Ye did that too yesterday,need to extend the view culling to like more than 10kilometers

scarlet pond
#

its also friggin massive

#

cant even see it

hearty crane
#

My scene capture wont open now/cant import.

simple gazelle
#

If your captures are incorrectly sized, make sure you're setting the rtx.SceneScale in the game setup section. And if they're coming in rotated, mess with the zup and right/left handed settings there. (Dunno about opening them in blender, but you should be able to get them to come in right side up and at a reasonable scale in OV)

hearty crane
#

Ingame light from NVR_RTX @dusty lynx.

hearty crane
#

Selected one of cloud textures as UI and now , redness(like yesterday).In conversations et switches to diffrent view/layer?
Btw...i run with alpha blended OFF.

hearty crane
jagged chasm
#

The total map is something like 8.5sqKm

#

70 game units is one meter.

#

So rtx.scenescale is 0.7 peepoG

hearty crane
#

Just emissive from the robot's screen

jagged chasm
hearty crane
#

when Scene unit is lowest , the light from way down the street, reaches to the front gate. 😄
above 30-40 that shadow disappears and gets good occlussion from the sky emissive (tho the sky is at lowest strength here)

jagged chasm
#

Also I should have a template mod.usda that has all the normal textures marked as ignore put together soon.

#

Oh, light hashes are not stable as BlueAmulet predicted. So I’ll have to figure out how to get them right through the translation between setting them in GECK and how they appear in game.

jagged chasm
jagged chasm
#

I’m sure @brazen oyster knows where this occurs in the pipeline but I don’t know how easy it’ll be to modify to what we’re looking for.

brazen oyster
#

beware the pipeline

jagged chasm
jagged chasm
short scaffold
#

Even this game works better than sim 2

jagged chasm
#

Sims2 doesn’t have this strong of a modding community on the engine part so

dusty lynx
jagged chasm
#

You’re good aww I completely forgot what happened earlier this morning and pulled a memento KEKW

#

Wall said the sun was unique source, that’s about all I got on it …

brazen oyster
#

btw

#

might be useful

brazen oyster
hearty crane
#

3 lights in this section

scarlet pond
#

how tf you get yours to look not fubar

#

can you share configs?

dusty lynx
brazen oyster
#

ofc

#

it's in the sun class

#

there should be a singleton for it too

brazen oyster
#

sky->sun->sunlight

#

that order

dusty lynx
#

ah okay I see it

jagged chasm
dusty lynx
#

seems like sun works

brazen oyster
#

since he attaches lights to meshes

#

instead of placing them in the worldspace

#

like Obsidian

jagged chasm
#

I’ll have to try that with the fake lighting remover and see what it looks like

dusty lynx
#

NVSE plugin to pass lighting information to RTX Remix, point lights and sunlight supported

brazen oyster
#

upload to nexoos and print money

jagged chasm
dusty lynx
#

if you saw the source for this you'd cry

brazen oyster
#

I've seen NVR already

#

and NVSR

#

can't be worse

dusty pivot
scarlet pond
#

still having nightmareish results for this game its still jittering about like mad and it doesnt seem to work

jagged chasm
scarlet pond
#

i think i have but the links to the "latest build just download the same thing

#

do you have a direct link to it please

dusty lynx
#

then download the "dxvk-remix-6b4fe7d-75-release" artifact

#

the contents of that zip get extracted into your .trex folder

scarlet pond
#

thanks

hearty crane
#

3 lights in the next part also

scarlet pond
#

not to sound stupid but where do i download on that page

hearty crane
#

@scarlet pond got to the bottom, The release Zip

scarlet pond
#

thanks

dusty pivot
#

Nice one

hearty crane
#

some textures are missing,probably cause the save is from Fallout3.And others,like the grass here,parts of et are phasing in and out of existence.
That sunlight is from the game. 👍 BlueAmulet
(tho the sun texture and the light source are not matched) distant light fixed angle seem the change the angle.

#

Game lights plus emissive(computer screens)

jagged chasm
#

Interesting, if you take a screenshot in game its completely black when using remix

lavish isle
#

use snippy tool from windows

dusty lynx
#

do I just chuck that into rtx-remix\mods\gameReadyAssets?

summer cargo
jagged chasm
jagged chasm
dusty lynx
#

if?

jagged chasm
#

Typically you have go through the whole workflow of creating the overrides and such but if the mod.usda is setup already with proper values and such you can just drop it in.

#

You can rename the one I posted to mod.usda and drop it in and it’ll turn off all the normals.

summer cargo
#

I usually recommend using sublayers for ease of use, you can also update the normals mod later and not have to worry about anything else.

dusty lynx
#

how

#

again I don't know how to set up this mod.usda

summer cargo
#

I'll search, Mark covered it.

#

But yeah it just needs to be dropped in rtx-remix/mods/gameReadyAssets.

dusty lynx
#

so, it does just go in there, but it also doesn't cause it needs additional setup?

summer cargo
#

i.e. if mod.usda is this:

#usda 1.0
(
    subLayers = [
        @./mod2.usda@,
        @./mod1.usda@
    ]
)

then it will load mod1, then apply mod2 on top of it

#

Copied and pasted from the legendary nv_mark.

#

That could be your entire mod.usda and if you have the name of the normals mod instead of mod1 it'll work.

#

mod.usda is just kind of hard coded to read that spot but sublayers are very flexible.

dusty lynx
#

alright, thanks

summer cargo
#

Yeah it's kind of unintuitive at first but I have a couple ideas for improving it when I have more time to investigate.

jagged chasm
#

I wonder if we can get hot swappable texture packs using mod.usda.

#

Cause we can get the hashes for all the given textures, then make their mat_hash entry, and then using the name of the texture to match it up with the replacement.

dusty lynx
#

I wish there was a reload rtx.conf button

dusk rock
dusty lynx
#

I added it myself

dusk rock
#

ah

#

glad i didn't submit it then

dusty lynx
#

though seems like I need to trigger reset first

dusty lynx
#

@jagged chasm btw might be a slight issue, I'm noticing that hashes in rtx.conf don't retain their leading zeros

jagged chasm
#

Yea i noticed that too. I’ll update my script to add them back later tonight NODDERS

dusty lynx
#

add them back? I meant that the script needs to be updated to remove them as well

#

oh huh, captures do have leading zeros, it's only the rtx.conf that doesn't

jagged chasm
#

It causes a buffer issue with parsing the file on startup.

jagged chasm
simple gazelle
jagged chasm
#

Just discovered yesterday, so not yet.

simple gazelle
#

Please do when you have a chance - including info about what the actual problems are

jagged chasm
#

Issue: “Adding 23,000 entries to rtx.ignoretextures causes the whole thing to fall apart” KEKW it also breaks vscode since it’s on one line.

summer cargo
#

It would be really easy to get a list of all *.usdas in the rtx-remix/mods directory and write a really basic subLayers file in mod.usda before startup.

#

Not to mention it would be a place to include commands per-game.

jagged chasm
summer cargo
#

Now, if you wanted to use an external program to treat your mod.usda as a gathering place for all your mods, that could work.

#

...you know what? Let's prototype it. 🤣

jagged chasm
#

It’s triggered by the mod usda file, so modifying that is essential.

#

But maybe a main mod usda with only subs.

#

Use that to select the options

summer cargo
#

Maybe, I guess we'll just have to see what happens at runtime.

#

So I guess this is an excuse to prototype the launcher now. I know @fresh belfry is working on something really cool but I may do this in Unity for convenience.

jagged chasm
#

I can write it in Python KEKW

summer cargo
#

godot it is then. 😂

#

I'm gonna hop into streaming if we want to get this started right now.

#

A mod loader was on my to do list anyway for RF2.

jagged chasm
#

I could ask ChatGPT to write in something bizarre

summer cargo
#

Unity would be really overkill for a launcher, but GODOT is completely unfamiliar territory to me so I would need a lot of guidance.

jagged chasm
summer cargo
#

Nah, darkbasic only.

simple gazelle
#

and a button to trigger reload

summer cargo
#

Oh nice.

simple gazelle
#

no need to do it in a launcher

summer cargo
#

Well this would be more of a replacement for games that already have a launcher, like Red Faction II.

#

Basically an easy way to provide access to options that make sense for the game.

#

And of course remove options that don't, like texture quality or shader quality.

simple gazelle
#

ah. Yeah, having a more user friendly settings menu per-game makes sense - especially since someone with a low end card may have really poor frame rates on a 4090's config

summer cargo
#

I didn't even think of that but yeah, allowing some basic rtx.conf tweaks for presets would be great.

#

Mark, stop being awesome, we can't keep up

simple gazelle
#

just to be clear, we're not planning to build any form of launcher like that ourselves as far as I know

summer cargo
#

Yeah I get ya, that said the functionality within imgui would be more than enough.

#

The specific reason why I originally wanted to do this was because I was still working on RF2 at the time and wanted to get past the launcher in that game, which is actually kind of cluttered and missing tons of useful options.

#

So to cover some basic functionality in Remix and take down that in one fell swoop made sense, it's just that now that I have more projects I'm on board with it would probably make sense to have the launcher be a little more generic/flexible? Anyway I think I need to just prototype it instead of promising the moon here. 😛

simple gazelle
#

It may also make some sense to think about how all of this integrates with mod managers.

keen niche
#

In theory, MO2 could be forked to work with the RTX files.
I believe it recently gained the ability to work with mods that require things in the main game folder instead of just the data folder, so it wouldn't be a stretch.

#

Actually, it might already work? I'm not sure how that functionality is implemented, but maybe it already can access other subfolders of the main?

jagged chasm
#

I haven't gotten any scope creep out of automating the whole texture replacement workflow modCheck

#

Anyone interested in seeing some workflow of integrating some of the game's non diffuse textures? I can hop on stream

keen niche
#

I am curious to know how you might get Remix to recognize the game's normal and emissive maps.

#

Or convert them so Remix can use them?

#

I wonder if that's something RTX Remix could do on its own at some point? It's able to read and see the textures, but it just seems to treat them as diffuse.

simple gazelle
#

I imagine that if we get actual FFP games to the point where we're satisfied, adding some way to configure, tag or otherwise use more textures from the game would be a low hanging fruit. We're probably not going to be putting much work for a long while, but you could always dive into the code and figure out a way to do that yourself 😛

#

The problem is that for shader based games, the API doesn't get any info about what a given texture is for - only that the game is passing these 3 textures and a block of bytes to the shader, which the shader knows how to read.

keen niche
#

I don't suppose Remix gets the name of the texture, does it? Just a hash?

simple gazelle
#

nope, just a series of bytes. We generate the hash ourself

keen niche
#

Darn.

#

Although, the hashing algorithm you use would be public, right?

#

And I would hope that it would be based off the actual texture data, and consistent if you run it on the same one over and over?

simple gazelle
#

You could probably make something in the Remix settings, like "this game passes the normal first, then the diffuse..." and then adapt our legacy material code to handle the incoming textures based on those settings

keen niche
#

Ooo, that's a way to do it. Of course, if it can remain consistent.

simple gazelle
keen niche
#

Otherwise, I'd think that, if your hash algorithm is consistent with texture data, then you could externally extract and process the game's textures-

#

Oh dang, that's exactly what I was thinking!

summer cargo
#

I have a script that does the same thing but only for the sake of converting to Unity Texture2Ds.

simple gazelle
#

#1110438207050485771 message

#

Both of them together, apparently

keen niche
#

Externally run the hash algorithm, generate the RTX thing, and assign it based on the texture's suffix. In NV's case, they all have the main name with _n, or _g.

simple gazelle
#

yep.

We haven't put that much emphasis on handling the original game's textures, since ideally all of them will be replaced with remastered PBR materials anyways.

keen niche
#

True, but if that AI enhancement thing is still planned, having the full array of original textures to base it off could help get things started.

summer cargo
#

I think most of Remix was also geared for games that weren't released after the year 2010 with normal maps and shaders. 😛

dusty lynx
#

@jagged chasm would you happen to have a mapping of hashes to bsa filenames?

jagged chasm
#

No not yet. That'll be done sometime soon though

dusty lynx
#

alright, just trying to investigate what certain broken textures actually are

#

mainly the ones that force alpha blending off or else a weird dome covers the view

keen niche
#

The only dome I know of is the sky dome. Or maybe fake lighting objects?

hearty crane
#

That dome might be fog...not sure

keen niche
#

Oh, fog is done in the object shaders, per-vertex.

jagged chasm
jagged chasm
summer cargo
#

I noticed that geometry hashes can now be added to the conf as skybox hashes.

#

So... whatever physical dome this is, could it be ignored this way?

keen niche
summer cargo
dusty lynx
summer cargo
#

We just need the normals in a folder on their own, and we can use Convert Normals DirectX to Octahedral assuming it's the right format.

keen niche
dusty lynx
#

also that culling patch doesn't seem to actually be working, I confirmed in x64dbg that the call did get changed, but still seeing frustum culling in the captures and obvious light leaks

keen niche
#

@ wall?

dusty lynx
#

soon, going to do a couple more basic checks on it first

jagged chasm
#

If we say his name three times into a mirror he'll appear

hearty crane
#

This one?

keen niche
#

Ah right, the game also uses the alpha channel of normals for... specular, I think. Or an envmap mask, which is basically reflectiveness.

keen niche
hearty crane
#

Better pic.Alpha blended is on

keen niche
dusty lynx
keen niche
#

Maybe Remix doesn't like extremely far-away textures?

dusty lynx
#

also I have no idea what the direction values in the directional light are supposed to represent, so I'm just going to do the same thing that shader manager does and use the sun's local position during day time

keen niche
#

Ah yeah, the game's really weird with its sunlight direction.
I don't know the specifics, but even in the base game, the direction objects get lit by is inconsistent with the actual sun sprite in the sky.

jagged chasm
#

It's like the 128x128 texture for the cells on the other side of the map

#

I think remix really doesn't like how big the map is with fallout KEK

dusty lynx
#

unless it's something stupid like, texture being bound but ignored by shader

#

that's probably what it is.

#

@simple gazelle idea, if dxvk already has the ability to parse shaders, is it possible to have remix parse through a shader and look at what texture slots are actually used

#

Here's one of the calls from New Vegas that draws the sky, the pixel shader itself uses no textures, but you can see it has a bunch of miscellaneous textures bound to it

keen niche
#

Huh, I wonder if that's due to the game's behaviour with missing textures?
It just kinda... randomly assigns whatever's in memory.

dusty lynx
#

also I just realized since that mesh is always directly over the camera it might be one of the few things to have a stable hash

keen niche
#

What about going between worldspaces, or in and out of an interior?

simple gazelle
#

I don't know much about DXVK's shader handling, but my understanding is that it translates it to vulkan without every actually understanding what the different inputs are.

#

like it knows that the pixel is made by combining inputs 1, 2, and 3 to form a uv coordinate, sampling textures 1 and 2 with that coordinate, combining them using some math, then outputs a color. So it rewrites that in Vulkan, without every identifying any of those inputs or textures logically

dusty lynx
#

All it'd need to do is just go through the shader and make a set containing all samplers used by it

simple gazelle
#

What are you trying to do? For remix to use those textures at all well, we need to figure out which one is which.

ashen bolt
dusty lynx
#

the shader that draws the initial sky doesn't actually use any textures, but the game still has a bunch of random textures bound, remix associates one of the unused textures with the draw, even though it's actually untextured

#

causing oddities like the skybox dome being associated with random lod landscape textures

ashen bolt
#

In game the "sky" is a dome mesh with various layers for color (top) and clouds (3 layers with a diffuse texture for each). It can also be used without texture or only with one, two etc, depend how the weather is set

ashen bolt
jagged chasm
#

I’m learning so much YEP

jagged chasm
dusty lynx
#

I don't have anything omniverse atm so having to setup some python stuff to convert the usdc to usda, blender for whatever reason doesn't load the mesh names

#

should be mesh_FD3E0F698346CFFB though

#

hmm, only one of my captures has that

#

oh nvm, do have to fully convert it to text, yeah it's probably stable

summer cargo
#

It sounds like mesh hashes aren't stable enough to rely on right now.

dusty lynx
#

right I forgot there wasn't just one dome

ashen bolt
#

ONly one mesh but with multiple textures

dusty lynx
#

there's definitely more than just one mesh

ashen bolt
#

there's also the sun, the moon

dusty lynx
#

there's like two half domes, a weird full dome, and a small sphere around the player

ashen bolt
#

It's the same asset

dusty lynx
#

as in one .nif with sub meshes then?

ashen bolt
#

Ah nah I forgot the atmosphere nif

jagged chasm
#

Current Status update for the lurkers:

ashen bolt
#

Ah and sorry I also forgot the .. stars mesh 😅

#

The "clouds" mesh is like that :

dusty lynx
#

ah yeah that's what I see too, though minus the full dome

ashen bolt
#

with 4 nitrisrips
CloudDome
HorizonLayerClear
HorizonLayerOvercast
LowerLayer

dusty lynx
#

what .nif is that?

ashen bolt
#

it's in data/meshes/sky/clouds.nif

fresh belfry
fresh belfry
dusty lynx
#

also kind of just find this funny but this sphere is the Stars mesh

fresh belfry
#

We have Mysterio at home:

dusty lynx
#

damn, only the atmosphere dome is being unstable, the rest seem fine

keen niche
#

The mesh hashes don't change if the textures do, right?

dusty lynx
#

don't think so, but also can't target that mesh since that's the untextured (gets wrong random texture) one it seems

#

so just replaced it with an empty nif

#

oh nice, just removing the atmosphere mesh and then getting the rest of the sky textures actually marked as sky works pretty well

keen niche
#

Okay, I've managed to seemingly get Remix loading in to the game, but I don't see any changes aside from major performance loss.
I also can't find these 'Experimental Shader Support' options, which I assume is a big thing I'm missing to make this functional.

#

I installed your latest thing, Blue, with the sun, and your hack for the multithreading.

#

Am I missing a newer Remix build or something?

dusty lynx
#

Did you also get the nightly dxvk-remix build?

keen niche
#

Ah, no, but I did just install it.

#

However, annoying thing, I can't see my mouse cursor in the Remix menu.
I can still use it, but it's all guesswork until I actually get a tooltip to pop up or something.

keen niche
dusty lynx
#

that second screenshot looks like you're still under the Rendering tab, switch to the Game Setup tab

#

you should also be able to do it by just putting "rtx.useWorldMatricesForShaders = False" in the rtx.conf

keen niche
#

Gosh, this invisible mouse thing is really making this hard. I can hardly navigate, especially when tabbing in and out.

dusty lynx
#

Unsure what would be doing that, if it's cause of fullscreen or some other mod like onetweak

keen niche
#

I'm in a fullscreen window, and don't have OneTweak installed.

dusty lynx
#

though I think there's also an rtx.conf option to force the cursor visible, lemme look for it

#

#1055003495637454879 message

#

but yeah, try hitting alt-del (might be specifically numpad del) while the remix menu's open, or add rtx.showUICursor = True to rtx.conf

keen niche
#

Okay, now we're getting somewhere!

#

...Still looks the same. Do I need to change something? Toggling those shader options doesn't seem to do anything.

dusty lynx
#

that isn't the nightly dxvk-remix build, mainly cause all those various steps of texture options got merged into one on that build

#

unpack that zip into the .trex folder

keen niche
#

Really? These in to that folder?

#

Oh dang. 😨

#

I've just been putting it directly in to the root.

dusty lynx
#

the d3d9.dll the root gets is just a dummy dll that passes along info to a 32bit to 64bit bridge, all the stuff inside of .trex is 64bit dlls

#

if you had a 64bit game, then in that case you'd actually use all the .trex files instead in the root, but uh, new vegas old.

keen niche
#

Woah, okay. I thought the game was just a black screen, but that's only because it's dark!
I turned my Pip-Boy light on, and there's a rock's normalmap glowing at me!

#

Huh, it looks like the normals are only glowing like this when a point light comes in to range.

#

Oh my gosh the sun sprite is huge and in front of everything!

dusty lynx
#

here's a fairly minimal rtx remix setup, some sky and ui textures marked, and normal maps ignored (unpack to root folder)

brazen oyster
#

I see that my culling patch is not working

#

I suppose the cull mode is changing afterwards then

#

imo then it's best to replace Process functions to just run OnVisible without any checks

#

let me launch IDA

#

brb

dusty lynx
brazen oyster
#

unless I check the culler beforehand

#

yea

#

that could work

keen niche
#

It's okay, the local map doesn't work anyway.

#

The Pip-Boy background is interesting, though.
Since it renders a still image and uses that instead of actually rendering the scene continuously, Remix can't deal with it.

brazen oyster
#

yea it's the same issue as NVR

keen niche
#

And then the Pip-Boy itself looks oddly perfect... I wonder if Remix isn't picking that up, either?

brazen oyster
#

and then present

dusty lynx
brazen oyster
#

yea

#

it's because the game simply copies the last frame for the background

#

and the data from Remix, logically, is not saved onto that frame

dusty lynx
#

lemme get one of my cursed pip-boy

keen niche
#

But then what about the actual Pip-Boy? That's still a 3D thing.

#

Maybe it's in a different scene or something...?

brazen oyster
#

looks like the shader runs properly (there's a cut out)

#

but it's downscaled?

keen niche
#

Cutout?

dusty lynx
keen niche
brazen oyster
#

if it were a raw RT, you wouldn't see this

keen niche
#

Looks like the menu's using world FOV instead of view FOV.

dusty lynx
#

in Game Setup -> Parameter Tuning -> View Model, there's stuff for trying to fuse world and view

#

which doesn't seem to affect the pip-boy at all, but having it on fixes the hands

keen niche
#

I found that, it made the first-person hands and weapon use the correct FOV.

keen niche
#

Not the meshes, but the rtx-remix/mods and stuff?

dusty lynx
#

that goes to root folder

keen niche
#

I don't know why that guide says not to use Mod Organizer with this, it seems to work fine.

dusty lynx
#

which one? I'm using mod organizer atm, it's been working fine for me

keen niche
#

The pinned one here.

dusty lynx
#

though I don't use that funky root folder manager plugin someone made

keen niche
#

Okay, this looks like an improvement.

dusty lynx
#

weirdly seems like the rtx-remix\mods didn't get loaded, should be like: Fallout New Vegas\rtx-remix\mods\mod.usda

#

oh, unless those are custom normals

keen niche
#

Ah, I put it in the .trex folder alongside rtx.conf.

dusty lynx
#

bruh

keen niche
#

😅

dusty lynx
#

I put "(unpack to root folder)" on the initial message, and said to you after "that goes to root folder"

keen niche
#

Okay, yeah, that seems a bit closer now that it's actually loading that mod.

dusty lynx
#

yeah, so sadly making it ignore normals doesn't actually fix the textures, but it's less obnoxious than seeing the normals I suppose

keen niche
#

Those clouds up there might be a custom texture. Or is that looks kinda expected right now?

dusty lynx
#

I'm trying to see if I can patch dxvk-remix to handle that better, but I cannot find where LegacyMaterialData is constructed

#

uhh, yeah might be a custom texture, I added all the vanilla sky hashes to the rtx.conf

brazen oyster
#
    void __fastcall BSCullingProcess_ProcessEx(BSCullingProcess* apThis, void*, NiAVObject* apObject) {
        apObject->OnVisible(apThis);
    }

SafeWrite32(0x101E330, (UInt32)BSCullingProcess_ProcessEx);
keen niche
#

Ooo, I fixed the trees! 🥳

#

Eyy, found the sky!

#

Oof, it can't do texture blending at all, can it?
That'll be a problem since... the terrain 100% relies on it.

dusty lynx
#

terrain blending system is in the works I believe

keen niche
#

This is also weird and interesting:

keen niche
brazen oyster
#

do coobemaps work?

keen niche
#

Dunno, but probably not. Shaders basically aren't running, so it won't be visible. 😔

#

I did turn it off prior to this, just in case.

brazen oyster
#

what about water

keen niche
brazen oyster
#

lmao

keen niche
#

I mean, if this all works out, then it won't be needed, since the rays will do the reflections for us, for basically free.

brazen oyster
#

I'm just curious how it looks

dusty lynx
brazen oyster
#

works here, drops to 10 fps

keen niche
#

RTX Remix might be able to handle it, depending on if it can detect where those textures come from.
However, since water seems to be made of multiple overlapping noise textures distorting the image, and then colored by the game's water settings...

brazen oyster
#

this means the water is rendering still

#

disable it lmao

#

wasting perf

keen niche
#

Ah, I should do that.

#

Isn't that in your plugin?

brazen oyster
#

yea

keen niche
#

Where is that, again?

brazen oyster
#

I wonder if my renderer works

brazen oyster
#

enable fixes in the ini

keen niche
#

True Scopes doesn't seem to do anything, but that might just be because Remix can't deal with the texture, especially because it updates and changes every frame so the hash will never be stable, unless maybe it can use the camera plane's geometry?

brazen oyster
dusty lynx
#

hmm still getting black screen with remix disabled, wondered if some other patch in that is needed, assuming that's nvr?

brazen oyster
keen niche
#

I installed it and my game didn't crash.

#

@brazen oyster Where's the config to turn off water? Or do I just use the ini setting which actually works with it installed?

brazen oyster
#

mws reflect

#

in console

#

or

[Water]
bUseWaterReflections=0
dusty lynx
#

oh that template one definitely works, framerate tanked

brazen oyster
#

insanely based

keen niche
#

How do I know if that sun thing or the lights are working from that RTX Light plugin?

brazen oyster
#

Demaster the renderer
Disable all optimizations
Buy a $4000000000 GPU
Break every shader
Yup, RTX time

dusty lynx
keen niche
#

And I don't see any particular sun shadows, but maybe they're drowned out by the white sky.

dusty lynx
#

if the pip-boy light works then it's probably working, but yeah just go somewhere with lights essentially

keen niche
opal crystal
#

Looks like a circus.

#

A really weird circus.

keen niche
#

Mmm. I guess the lights are at least sort-of working.

brazen oyster
#

nice fog

keen niche
#

I think that's from the light beams?

#

Unless it's somehow detecting multibounds or trigger boxes, or something?

#

Hey, the lights respond to scripting properly!

#

I don't see the Pip-Boy light, and my gun's a ghost, but that shadow's cool!

#

Okay... I'm not sure why that changes things, but making the breath meter a UI texture fixes my gun's texture!

#

Not sure what's going on with this, though... this cell doesn't normally have a sky, just black void.

#

It also follows my camera, which is weird.

#

Ah, I don't think the anti-culler really worked.

brazen oyster
#

ohh

#

lights have their own culler it seems

keen niche
#

Wait, no... that's the outside light leaking in, I think, because there are no white lights, and it turns black when I look towards the supposed source.

#

Unless... maybe it's happening because there are roombounds in this cell?

brazen oyster
dusty lynx
#

yeah it doesn't seem to be not culling, framerate's worse but

brazen oyster
#

thinkfused tf is it doing then

#

inb4 it's based on player rotation or some shit

#

instead of the frustum

dusty lynx
#

it seems to have made several duplicates of everything

brazen oyster
#

fuck it I'll override SetCullMode

#

to ALL_PASS

keen niche
#

Also, this looks really cool.

brazen oyster
#

aww, crashes

keen niche
#

Finally found that white layer on the gun!

#

Wait... if it was culling things behind you, how would this shadow work?

keen niche
#

Okay but why though?

#

That's... interesting. The scene changes color when True Scopes would be active.

dusty lynx
#

Going to sleep so can't really test

brazen oyster
#

sleep well then pepesmoked

dusty pivot
keen niche
#

Man, Remix uses so much CPU.

dusty pivot
#

(Not Responding)
pepesip

hearty crane
#

NCR Embassy has the most light for a interior. 7 lights.
Also this is a try with lumen mod but still total lights is 8.The mod uses a separate shader so...

#

Shadows are dark so you can see the direct lighting only/indirect is off

keen niche
#

Indirect looks fine here. Shadows aren't too dark.

#

Or maybe it looks okay because of multiple lights in different places?

#

RTX really shines on small details like this.

brazen oyster
#

you want to see the largest light count in the game?

#

go to vault 21

keen niche
#

The casino vault. 😨

#

Oh, what's the COC code for that?

brazen oyster
#

you have over 10 lights per mesh there

#

it runs like utter shit

brazen oyster
keen niche
#

Woah, immediate 60fps upon entering the vault proper.