#Fallout New Vegas
1 messages · Page 2 of 1
no
no
basically, since it's forward, shaders only handle the basics
I mean they are still there
If anyone wants to buy my 3080 off me, I’ll sell it cheaper than msrp. I need that 4090 vram.
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
nope
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
bethesda made their own spotlights in FO4
if you want spotlights, your shader has to know how to light the object with the data passed to it
gamebryo lighting system is unused
replaced with a worse bethesda version
because of fucking course
you can see this theme across the whole game
that's why calling this engine gamebryo pisses me off

it's not GB
if it were, we wouldn't have all those issues
Are we able to intercept this loop and just forward them to d3d9 calls ?
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
My pizza bounty is still on the table @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 pivot what branch is best to work off of?
nightly
Considering how fast this is moving, Mark said they weren’t even expecting new Vegas to work this year, I’m sure we’ll have it figured out soon enough
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
tomlplusplus missing?
The face difference 🫣
submodule, you need to add it
I cloned with submodules, there's no .gitmodules in the repo though
ah fuck okay, cause I didn't clone directly to nightly
yeah having main so far behind is annoying, maintainer of official repo is mia
(busy with work)
yours is the official one to me
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
strange...
Alenet's XML won...
worse case scenario, download artefact from tomlplusplus and copy paste 😬
Alenet couldn't maintain a basic git repo

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
I suppose it’s from the verticies being captured from shaders.
Oh another note: Can I just remove the normals from the bsa files to disable them?
I know there’s a way to modify the shaderpackage itself. So we could possibly make a GitHub issue with the shader sources and see if you guys can figure out what about the shaders cause it to be unstable.
why does Framework.h redefine assert?
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
oh this hurts ... Alenet made assert always static_assert, and then is using assert instead of static_assert in places
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
AlenetC++
this shouldn't be too hard of a PR, it's mainly just struct size and offset checks
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
is Alenet still around in there?
no lmao
good
I’ll be able to test any builds you guys have later today by the way
I can’t seem to get this to function
RtxRemix ?
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
Oh. Make sure bUse Keyboard=0 is set in the perfs ini
The my games ones?
Yea
That’s the one
Groovy
Needs to be 0
Oh there’s a lot of textures and stuff to toggle in order for it to work
Do you have a controller connected?
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
Uh. Might need to toggle the direct input or the other input tweak in bridge conf
cant see a bridge conf
It’s in the trex folder
Gotcha
I’ll try this
Nope still no access to the menu
I’ll just run across the whole breaker
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 
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
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 How are you runiing it in windowed mode? from where?
I’m running it in windowed mode
The prompt comes up at the launch but using the shortcut does nothing
My shortcut (is the launcher) runs in normal window.And in options windowed is NOT selected.
It’s something with the background keyboard book and one of the input tweaks with bridgeconf
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
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).
Pretty much, # is used as a comment marker.
Nice
Can't have DXVK trying to read all those digs at The Sims 2. 😏
Haha
Those get applied by the exe name. Lot of game specific tweaks get applied the same way.
So do I leave the normal maps unselected
No they all need turned off
So just select textures
It’s a bit of a chore. You can use the console command tlb to turn them off tho
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
It’s like playing cookie clicker with textures
Ah sheet
I done clicked them all in the one catagory
I talked through how I’m going to try and do that with anchor earlier today. Hopefully I’ll have something tonight.
How does setting emissives work
@scarlet pond Currently , treat the Worldspace UI as emissives.
Gotcha
Ah is that how you got them to work?
Now would I use the normal maps in the emmisives too or
@jagged chasm Ye, i thought ye knew. I would have told you.
Or does remix just take the colour
Normals need to be set to ignore
So all normals need to be ignored
@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.
There’s pre-made ones? I’ve been looking ages
Those are out of date now
but still a good starting point
Learned a lot in the past few days.
Are most of the basics like normals being ignored and light textures done?
I’ll focus on updating my guide tho, I really want to make it so this is “easy” to get running.
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
Odd I keep adding normals to the excluded textured zone and goodsprings building flashed green like I’d completed an objective
I updated the main post
textures flash green when you hover over them in the ui so you know what you're changing
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
currently messing around with the idea of making an NVSE mod to send light info to remix via the normal fixed function api
et was pinned couple of days ago
oh, I checked pinned just now and it said nothing, but now it says it's there
F it crashed
I updated the main post today, did you use the dxvk -remix (latest release # 75 )and the hack ?
i see the hack and dxvk
i thought it would be similar to morrowind where people would have pre done configs
a lot of this stuff is only barely working like, as of a couple days ago
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
Honestly I’m pretty new to the whole GitHub stuff
Everything I’ve downloaded for rtx remix has been sending my windows defender insane
Now it doesnt start for me either, but i messed about with settings in fallout_default. 😄
Hmm the game keeps crashing I think it’s running out of memory
Does nvse make a difference
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
uGridDistantCount=20
uGridsToLoad=5
I had these to 35 and 7 , didnt want to start up to the menu.
Thanks
Tho now with latest Dxvk-remix the pipboy doesnt show anything.Layering problems
https://github.com/adamplayer/RTXRemixGuides/tree/main/Fallout New Vegas Here's a quick little guide.
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
uGridDistantCount doesn't exist fyi
i got a ping here but can't find it
@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
@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
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
I'm so far unable to actually get the lights to line up properly
It is possible that the lights are not lined up in the game itself
Emissive texture?
They've been placed a bit questionably sometimes
more so that none of the various camera positions or camera world transforms I've tried seem to work
NVR has a debug shader that lets you visualize their position
Time to go through GECK and fix them all 
I'm currently just using the player position but that makes it so crouching moves the lights
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
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
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
He’s just testing still 
We all are 😄
Does this explain why the world appears to be Z- oriented in captures?
Also @simple gazelle there’s your likely answer on the hashes
Yeah I think in this engine the world moves around the player
But camera and player position are different i believe
Hence the crouching issue
@dusty lynx Go here and tell me the total number of lights
Render->lighting->lighting statistics
What did you do to get that many lights.
🤣 🤣 🤣 🤣 🤣 Nothing i was surprised too. The total number DOESNT LIE.Still zero, its in the menu so i dont know what reading from the background.
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.
The one he said he will try to FFP Lights through NVSE/NVreloaded?
So thats why you said , THAT WAS FAST!!!
Ah, that usually means the world is being moved around a still camera, which probably means the original game did the camera via vertex shader instead of the FFP.
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
A new quest has been discovered 
Start scrolling 😂
Read the main post, i did an update.Things changed drasticaly.Press the pin above,and JUMP 😄
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

Did you follow my guide 
guide?
I made it just for you :^)
how do I get rid of normal maps
Gotta mark them as ignore
It's a bit tedious
The rtxconf I posted has quite a few but
tried your confs
This is how et looks when you add light to a texture
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
@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
that just makes most objects vanish, and the screen still flashes pink
There must be some texture classified as "add light to texture" . You running NVSE/mods or Stock FNV?
stock
Search for a texture thats placed in "add light to texture"
That never seems to add light to textures from my experience.
In this game that is
It doesnt(in vertex capture based games), but it does add that pink random brightness that he showed in the video above
although it does add lights in Max payne 2, Hitman 2, The punisher,Operation flash point , Swat4 also [dx8 mostly]
I'd recommend following the Viva New Vegas guide
i'm still upset that they disregard all AI upscaled packs as "bad" though
Who? Wall_SoGB?
the guide you mentioned
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
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.
I think it really depends. If you noticed the upscaling artifacts in a situation where it wasn't really applied to an important detail, your workflow is flawed and it's worse than nothing.
Text is a particular no-go where it feels cheap and lazy, and the only thing worse than trying to read tetris blocks on the wall is to try to read a poster that belongs in City17 or Courascant.
a good texture pack creator will switch between different AI models depending on the texture, and will ensure they all look good afterward. if it doesn't, then it takes manual work
any texture in an AI upscale pack that doesn't look natural is because the person who made it either missed it, or didn't take the time to make sure it looked good
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.
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
@jagged chasm NVSE plugin to pass lighting information to RTX Remix, point lights only no sunlight
Obsoleted by #1106553248590090351 message

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
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)
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
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
I wonder if the light hashes are stable
they are camera position relative so probably not
We could just modify them using mod.usda if they are

Nonetheless, this incredible progress.
Thanks for all this work @dusty lynx 
how difficult would it be to convert this to work with FO3? or would it work with FO3 through TTW?
@jagged chasm In world transform/ fused world view,they dont move with the camera.If thats what y'all mean
I think you'd have to do it via TTW
there's several hard coded addresses in NVR that wouldn't translate over to FO3
Nah, it's the hash value for the light itself. You'd could check if the light hashes stay the same between captures.
Dont know how to do that.
All good, I'm going to look at it here in a bit.
Plus try getting some PBR materials in game.
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. 😂
TTW will make et work!!! tho i had lot of trouble installing that one(year or two ago).
@summer cargo were you the one doing stuff with xxhash?
I think that was AdamPlayer, though I did find a C# implementation I don't think I'll get into that until after I ship pbroven 0.0.20 stable-- then I'll probably write a separate app for it to see what happens.
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
If you can get the textures into a single folder I can make a super hacky prototype using PBROven as a basis.
oooh, we actually use the D3DLight9's range to guestimate the actual physical properties of the light... you can probably find the code for that in dxvk-remix and then base your settings off what Remix does
are the attenuation values used at all then?
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
That’s what I was trying to do but I could strip the file headers properly in an automated way.
wouldn't it be the DDS data without the header?
Yea but my smooth brain only knows how to use Python at a pretty basic level.
with open('texture.dds', 'rb') as f:
data=f.read()
hash(data[128:])
I think it’s easy to do in c++ cause there’s the nvtt sdk that handles it.
Tried that. Got a different hash than the game
No emissives! 👍
Outside ,unfortunately there are no lights(maybe the loading didnt go right)
I suspect that having the gpu load the texture and then hashing the data in memory just like remix is the only way I can think of it that ensures it.
I know nvtt can do that but it’s sdk is in c++ which I only know vaguely.
The game looks so good for even just being diffuse textures.
Can’t wait to put all the emissive and normals back into the game.
how does the strip look?
😬 Is this with my tool and if so did it break on you?
@jagged chasm @summer cargo figured out the hash, it's the xxh3_64 of only the first mipmap
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())
It's easy now TTW just basically converts fallout 3 into a standerd mod or dlc
wow...good progress
Going to the store now but I'm going to try figuring out usda replacements and getting vanilla normal maps working
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
Here's supposedly all the ui textures in the game
That 0x is the most inconsistent thing in the world. 🙄
And all the normals...
Also an updated python script that handles a filter
xxhash-textures.py Texture/Path output.text [optional string filter]
Range huh
Specular, red
Is the range
It's reused
Light specular doesn't exist
@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...
heh, kind of thought that value looked like a range, I ended up using specular red for the range in the mod
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.
Oh no I broke this somehow
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.
Nice one, check out again the function I sent it you want, it also handles culling and disabled lights
Amazing progress!
would you happen to know of a way to disable frustum culling?
everything, cause otherwise it makes lights leak a lot
You can enable culling in remix itself to prevent it from getting too crazy
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
Turns out giving the rtx conf all those hashes is a bad idea.
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
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.
pink is usually missing texture
although missing textures can also just swap between last used one
I'm personally experiencing this in Anachronox and it seems to be related to loading replacement usda's; sometimes it also comes in bright orange. A game restart after the mod finishes first-time loading usually helps.
this will be geck in 2015
Was GECK able to have the correct coordinates defined
Most of my captures from fallout are inverted
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.
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
Probably the same here. Blender prefers Z as up.
I think Fallout may use Y as down which is-- why?
Bethesda just being Bethesda I assume.
But i don't have my captures in front of me right now so I can't verify my disappointment.
Huh. I wonder why captures are getting it so wrong then...
So are they here?
Welp.
Time for some sleep.
Then back to the grind of figuring out the pink monster that took over my copy of the game.
Robots wont let me in. And a aint gonna fork over 2000 caps. Will try latter.
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
Thanks for telling me that
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...
still not much luck on the new vegas front i have most textures sorted but its still really dark and shaking
DXVK remix # 75 pasted in trex?
trex?
trex folder from Remix
DXVK remix # 75 has the option to read the world properly
will that read textures better then
This is from the Pined post:
After installing [dxvk-remix-6b4fe7d-75-release]:Game setup->parameter tuning->ShaderSupport->
Use world transforms: DISABLED
having issues assigning lights too
I see this aproach in others. You dont need to sort textures , ye need to find couple of them that block the path tracing. Like sun / Cloud , maybe fog...etc etc..
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
Ah, but there is a trick we can pull. Finally got this working in PBROven-- the game ignored Add Light to Textures calls, but by using rtx.lightConverter from the conf as a marker for light objects I just marked them all as emissive in a single go.
Not the same game, but the same problem happened here.
Parameter Tuning -> Shader Support, I think.
ill give that a try once i fix the world freaking out
is that in game or the config files
I need to give it a better name, there's effectively nothing from NVR inside there anymore
got a link to it?
@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.
i see
Wait World Space UI?
That's a Remix menu option.
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)
The sky does have emissive properties from my experience, but if you use World Space UI you're rasterizing the texture. This is a bad idea for textures that include emissive lights and other materials.
Right so it should be where I’ve been tagging stuff but it isn’t
Believe it was me and what I said was people make mods to add more culling so postulated that the opposite should be possible in the geck
Going to ask the Xedit guy if it's possible to auto strip them if they are objects
Yes, i Use the sky emissive for the sky, but im refering to geometry textures that you want to make em emissive,at the very least to see where you going (if you inside and everything is dark)😄
Yeah so basically I had this issue with Anachronox and marking them as Add Lights then using that as my tag for emissive in the replacements USDA gave me completely playable results.
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.
Still can’t find that option in the menu
It's not in Remix 0.2.0, you have to use one of the absolute latest commits.
Righty
NV_Mark was saying something like when you pick a UI texture anything else after in the pipe line gets rasterized by default, I'm wondering if world space UI also does this or not
But the rtx.lightConverter trick has worked:
Wish GitHub wasn’t such a headache to navigate to find latest versions
how so?
The answer is... sometimes. It usually handles other objects better. The problem is you still have a texture that takes in fullbright rasterized lighting. It won't look good at all, even if every other wall is fine.
If you add it to UI texture , yes.
But world space UI is acting as emissive.
Idk I’m fairly new to it all
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.
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
no, world space UI is currently Emissives.
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.
Has anyone here looked into Xedit themselves I believe it's all about automated script features
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.
And reading game data
so I'm guessing world space ui also does the rasterize the rest of the pipeline issue
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.
I'm wondering if that can just be turned off in dxvk-remix
Not usually, but without stable hashes weird things can happen, like the Anachronox hud issue.
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
this is what i got so far
@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
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).
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
does anyone have a rtx.conf theyd like to share for comparisons
There can be many textures blocking pathtracing, but you have et in the pic.The sun light ye have in there is fallbacklight from remix.
damn i thought id found the sky texture
Ye turn in one direction and et might be A NORMAL MAP blocing pathtracing...
Yo guess they open source
Dont worry i cant find the sky text either. only parts of eth, Clouds.But not to color of the sky
they've always been open source, since 2012
Apologies for the slight misunderstanding
oh I did get the no culling patch from Wall_SoGB integrated, I'll post another build
Search for the Sun (small dot with bloom on a dark background) and clouds and stuff like that.
there are multiple
All good, ya people don't typically get rid of culling but should be possible in theory
interesting, importing the usd into blender seems to rotate everything on the x axis
and its massive
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.
@scarlet pond Ye did that too yesterday,need to extend the view culling to like more than 10kilometers
@scarlet pond you might even need more than 10km
My scene capture wont open now/cant import.
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)
Ingame light from NVR_RTX @dusty lynx.
New Vegas DirectLight?
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.
Yes in this scene only the light from the left/freeside sign.The rest is emissive (i selected that)from the impersonators sign
The game gets LODs for basically half the map, so it ends up getting massive captures outdoors.
The total map is something like 8.5sqKm
70 game units is one meter.
So rtx.scenescale is 0.7 
Just emissive from the robot's screen
Any calls that use ui texture gets rasterized as well as any calls after it afaik 
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)
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.
I think I accidentally set the scale to 70 once and the map was several thousand km long. 
So it’d be trivial to just remove all the multibounds to make it so objects no longer cull. I think the difficulty is with getting objects outside of the frustum.
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.
beware the pipeline

.
I was even there and I forgot
:
Even this game works better than sim 2
Sims2 doesn’t have this strong of a modding community on the engine part so
sorry was just messing with sun light, haven't made the next build yet with that in
You’re good
I completely forgot what happened earlier this morning and pulled a memento 
Wall said the sun was unique source, that’s about all I got on it …
btw
might be useful
yea it's the only NiDirectionalLight in the game

3 lights in this section
perchance is there an easy pointer to this light
for sky rather
sky->sun->sunlight
that order
ah okay I see it
Would the Lumen mod do us any benefits?
seems like sun works
more correct light placement
since he attaches lights to meshes
instead of placing them in the worldspace
like Obsidian
I’ll have to try that with the fake lighting remover and see what it looks like
NVSE plugin to pass lighting information to RTX Remix, point lights and sunlight supported
oops I left the old name in the ini, doesn't matter it fills itself in
https://github.com/BlueAmulet/NewVegasRTXHelper/releases/tag/rtx-v0.0.2
upload to nexoos and print money

if you saw the source for this you'd cry
Are you going to share it? Would love to take a peak
still having nightmareish results for this game its still jittering about like mad and it doesnt seem to work
Did you install the latest builds and turn off the world transform?
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
then download the "dxvk-remix-6b4fe7d-75-release" artifact
the contents of that zip get extracted into your .trex folder
thanks
3 lights in the next part also
not to sound stupid but where do i download on that page
@scarlet pond got to the bottom, The release Zip
thanks
Nice one
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)
Here's a file you can add as a sublayer in your own mod.usda to ignore 99% of the normals in game
Interesting, if you take a screenshot in game its completely black when using remix
use snippy tool from windows
how do I set up the mod.usda btw?
do I just chuck that into rtx-remix\mods\gameReadyAssets?
I was told with Morrowind that this is a gamma issue. Not sure how to fix it.
Oh I do, just thought it was interesting
Yes if it’s already setup.
if?
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.
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.
I'll search, Mark covered it.
But yeah it just needs to be dropped in rtx-remix/mods/gameReadyAssets.
so, it does just go in there, but it also doesn't cause it needs additional setup?
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.
alright, thanks
Yeah it's kind of unintuitive at first but I have a couple ideas for improving it when I have more time to investigate.
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.
I wish there was a reload rtx.conf button
i'm gonna submit a feature request for that
I added it myself
though seems like I need to trigger reset first
I submitted a request for it anyway, since there's some "base game modding system" thing that also has rtx.conf files that I don't fully understand and left out in my commit
Here's a build though: https://github.com/BlueAmulet/dxvk-remix/actions/runs/5063069649
@jagged chasm btw might be a slight issue, I'm noticing that hashes in rtx.conf don't retain their leading zeros
Yea i noticed that too. I’ll update my script to add them back later tonight 
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
Bulk adding hashes to the rtxconf causes problems. Would not suggest going that route.
It causes a buffer issue with parsing the file on startup.
I don’t remember if the material hashes have the padding left on, but that’s where I’m focused on automating.
Have you filed a github issue for that? cause that should be fixable
Just discovered yesterday, so not yet.
Please do when you have a chance - including info about what the actual problems are
Issue: “Adding 23,000 entries to rtx.ignoretextures causes the whole thing to fall apart”
it also breaks vscode since it’s on one line.
For you mark, anything 
Hotswappable, not 100% sure. Only mod.usda hotswaps, and that actually causes a bit of instability from my experience. But I do want to write a launcher, it's been on my to-do list since before even my current project.
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.
So the mod.usda gets read anytime it’s written to. So if you have a mod usda that has a different set of textures set as the diffuses it should in theory load the new textures.
Or so I thought, but apparently it doesn't care much about sublayers.
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. 🤣
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
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.
I can write it in Python 
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.
I could ask ChatGPT to write in something bizarre
Unity would be really overkill for a launcher, but GODOT is completely unfamiliar territory to me so I would need a lot of guidance.
Nah, darkbasic only.
We're planning to add that within the remix UI... eventually. just list the files in rtx.conf and make a basic imgui for adding, removing, and reordering them
and a button to trigger reload
Oh nice.
no need to do it in a launcher
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.
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
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
just to be clear, we're not planning to build any form of launcher like that ourselves as far as I know
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. 😛
It may also make some sense to think about how all of this integrates with mod managers.
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?
I haven't gotten any scope creep out of automating the whole texture replacement workflow 
Anyone interested in seeing some workflow of integrating some of the game's non diffuse textures? I can hop on stream
Let's see them textures.
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.
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.
I don't suppose Remix gets the name of the texture, does it? Just a hash?
nope, just a series of bytes. We generate the hash ourself
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?
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
Ooo, that's a way to do it. Of course, if it can remain consistent.
yep, fully publilc, and someone (I think anchorlight?) has a python script that lets him generate matching hashes from the .dds file. He basically just has the strip the header and hash the rest
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!
Not me, I think it was AdamPlayer or BlueAmulet.
I have a script that does the same thing but only for the sake of converting to Unity Texture2Ds.
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.
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.
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.
I think most of Remix was also geared for games that weren't released after the year 2010 with normal maps and shaders. 😛
Since that doesn't explicitly say it, it's a XXH3_64 hash of the first mipmap
@jagged chasm would you happen to have a mapping of hashes to bsa filenames?
No not yet. That'll be done sometime soon though
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
The only dome I know of is the sky dome. Or maybe fake lighting objects?
That dome might be fog...not sure
Oh, fog is done in the object shaders, per-vertex.
It'll just be a simple modification to output the name of the file before it gets hashed.
It's a dust texture. It'll need to be mod.usda'd out.
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?
And then if there's some way to automatically convert normals and stuff to whatever format Remix uses, it could be done based on the filename if it follows a consistent naming scheme.
ChaiNNer can handle that very easily.
yeah unfortunately unless a mod that changes the world moves around camera to camera moves in world, mesh hashes won't be stable
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.
Could just use BSA Browser and extract all _n.dds files from the texture archives.
Can even tell it to put them all in the same folder rather than preserve the folder structure, if needed.
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
@ wall?
soon, going to do a couple more basic checks on it first
If we say his name three times into a mirror he'll appear
This one?
Ah right, the game also uses the alpha channel of normals for... specular, I think. Or an envmap mask, which is basically reflectiveness.
I extracted all the normals to their own folder, and there are 3,411 of them.
In just the base game, not counting DLCs.
Better pic.Alpha blended is on
Counting the DLCs, we've got ~4,024 normal maps.
went ahead and made the list, some are sky textures as expected, but confusingly some are also landscape lod textures?
Maybe Remix doesn't like extremely far-away textures?
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
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.
Yes I've had that happen before. It's weird
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 
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
Huh, I wonder if that's due to the game's behaviour with missing textures?
It just kinda... randomly assigns whatever's in memory.
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
What about going between worldspaces, or in and out of an interior?
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
All it'd need to do is just go through the shader and make a set containing all samplers used by it
What are you trying to do? For remix to use those textures at all well, we need to figure out which one is which.
Cloud texture, DXT5 with alpha layer
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
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
Alpha layer in a normal map texture is the specular texture.
I’m learning so much 
Did you test this theory? I’m under the same impression now since it’s always in the same place.
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
It sounds like mesh hashes aren't stable enough to rely on right now.
right I forgot there wasn't just one dome
ONly one mesh but with multiple textures
there's definitely more than just one mesh
there's also the sun, the moon
there's like two half domes, a weird full dome, and a small sphere around the player
It's the same asset
as in one .nif with sub meshes then?
Ah nah I forgot the atmosphere nif
Current Status update for the lurkers:
ah yeah that's what I see too, though minus the full dome
with 4 nitrisrips
CloudDome
HorizonLayerClear
HorizonLayerOvercast
LowerLayer
what .nif is that?
it's in data/meshes/sky/clouds.nif
do eeeeiiiit 😤
We can be launcher making buddies 😂
[Feigns horror]
oh nooooo, another excuse to keep working on my project, whatever shall I do? 
hashes seem stable:
mesh_3D3D8C9293791DA7 # CloudDome
mesh_41196276600FC6DE # AtmosphereDome
mesh_41C4B5862B73847F # LowerLayer
mesh_D513E037BD073799 # HorizonLayerClear
mesh_9119325A4E3BFC1E # HorizonLayerOvercast
mesh_FD3E0F698346CFFB # Stars
also kind of just find this funny but this sphere is the Stars mesh
We have Mysterio at home:
damn, only the atmosphere dome is being unstable, the rest seem fine
The mesh hashes don't change if the textures do, right?
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
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?
Did you also get the nightly dxvk-remix build?
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.
Okay, maybe I didn't, since I still can't find the option.
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
Gosh, this invisible mouse thing is really making this hard. I can hardly navigate, especially when tabbing in and out.
Unsure what would be doing that, if it's cause of fullscreen or some other mod like onetweak
I'm in a fullscreen window, and don't have OneTweak installed.
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
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.
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
Really? These in to that folder?
Oh dang. 😨
I've just been putting it directly in to the root.
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.
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!
here's a fairly minimal rtx remix setup, some sky and ui textures marked, and normal maps ignored (unpack to root folder)
and the atmosphere nif patch (install in mod manager)
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
yeah, I verified the call gets changed, that it is being called, and have an offsetof(kCullMode) == 0x90 check
though that would disable culling for any culling process

unless I check the culler beforehand
yea
that could work
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.
yea it's the same issue as NVR
And then the Pip-Boy itself looks oddly perfect... I wonder if Remix isn't picking that up, either?
remix would have to save data onto the render target
and then present
that's definitely falling back to just plain rasterizing
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
lemme get one of my cursed pip-boy
But then what about the actual Pip-Boy? That's still a 3D thing.
Maybe it's in a different scene or something...?
Cutout?
Isn't that just the black screen of the Pip-Boy itself?
Looks like the menu's using world FOV instead of view FOV.
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
I found that, it made the first-person hands and weapon use the correct FOV.
Do I just stuff these in the .trex folder?
Not the meshes, but the rtx-remix/mods and stuff?
that goes to root folder
I don't know why that guide says not to use Mod Organizer with this, it seems to work fine.
which one? I'm using mod organizer atm, it's been working fine for me
The pinned one here.
though I don't use that funky root folder manager plugin someone made
Okay, this looks like an improvement.
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
Ah, I put it in the .trex folder alongside rtx.conf.
bruh
😅
I put "(unpack to root folder)" on the initial message, and said to you after "that goes to root folder"
Okay, yeah, that seems a bit closer now that it's actually loading that mod.
yeah, so sadly making it ignore normals doesn't actually fix the textures, but it's less obnoxious than seeing the normals I suppose
Those clouds up there might be a custom texture. Or is that looks kinda expected right now?
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
@dusty lynx based on the immense FPS drop I assume it's working
void __fastcall BSCullingProcess_ProcessEx(BSCullingProcess* apThis, void*, NiAVObject* apObject) {
apObject->OnVisible(apThis);
}
SafeWrite32(0x101E330, (UInt32)BSCullingProcess_ProcessEx);
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.
terrain blending system is in the works I believe
This is also weird and interesting:
Ooo, I see.
do coobemaps work?
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.
what about water
lmao
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.
I'm just curious how it looks
this somehow made the entire game black, and I tried to blindly coc to a location and the game crashed lol
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...
also
this means the water is rendering still

disable it lmao
wasting perf
yea
Where is that, again?
I wonder if my renderer works
here
enable fixes in the ini
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?
if you want a version with culling working
hmm still getting black screen with remix disabled, wondered if some other patch in that is needed, assuming that's nvr?
does this one work?
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?
oh that template one definitely works, framerate tanked
insanely based
How do I know if that sun thing or the lights are working from that RTX Light plugin?
Demaster the renderer
Disable all optimizations
Buy a $4000000000 GPU
Break every shader
Yup, RTX time

do any of the lights from the original game exist in remix?
Not certain how to figure that out. I guess just... go somewhere with lights?
The Pip-Boy light doesn't seem to work, at least.
And I don't see any particular sun shadows, but maybe they're drowned out by the white sky.
if the pip-boy light works then it's probably working, but yeah just go somewhere with lights essentially
Mmm. I guess the lights are at least sort-of working.
nice fog
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.
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?
yeah it doesn't seem to be not culling, framerate's worse but
tf is it doing then
inb4 it's based on player rotation or some shit
instead of the frustum
it seems to have made several duplicates of everything
aww, crashes
I see... that's probably not actually Remix's intentional doing, but a ghost of some weird frame.
Finally found that white layer on the gun!
Wait... if it was culling things behind you, how would this shadow work?
Okay but why though?
That's... interesting. The scene changes color when True Scopes would be active.
does this one work?
Going to sleep so can't really test
sleep well then 
NVR has code to identify the constant table. Actually most constant are named in compiled code and can be identified
Man, Remix uses so much CPU.
(Not Responding)
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
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.
Woah, immediate 60fps upon entering the vault proper.





