#Skyrim SE Community Shaders (Remix SDK, DX11)

45 messages · Page 1 of 1 (latest)

wary hatch
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Skyrim Community Shaders is a project for Skyrim Special Edition and Skyrim VR which adds extensive new rendering features based on significant reverse-engineering which is aiming to be close-to-native. The goal of this thread is to discuss the Remix SDK, collaboration with NVIDIA, etc. This is not a support channel, dedicated specifically to development and not casual discussion.
https://www.nexusmods.com/skyrimspecialedition/mods/86492
https://github.com/doodlum/skyrim-community-shaders

Nexus Mods :: Skyrim Special Edition

Open-source SKSE core plugin for community-driven advanced graphics modifications for AE, SE and VR. Also fixes bugs.

GitHub

SKSE core plugin for community-driven advanced graphics modifications for AE, SE and VR. Also fixes bugs and improves performance. - doodlum/skyrim-community-shaders

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Currently, we are underway on effectively ripping out the forward rendering and replacing it with a deferred one, which is now mostly complete, alongside a new physically based materials system comparable to modern engines, screenspace GI, dynamic reflections, clustered lighting and more.

In terms of raytracing, our main issue has been that DirectX11 does not support it. We have been exploring options, but we have come up with unique algorithms to do similar so far only.

However, our existing diffuse and specular lighting is set up in a way that it can be injected with raytraced results. We have access to effectively everything:

  • all camera and model transforms, textures, material data, etc.
  • all point light, directional lights
  • vl/fog data
  • sky/lod cubemap
  • weather time of day, sun and moons position
  • all deferred buffers
  • all render targets
  • large water bodies as a height level, water mask/geometry
  • all rendering events

With raytracing, the first thing we want is to establish a functional BVH on all static scene geometry near the camera when loading into a save.

According to the latest blog post, DX11 will be possible in the near-future. If so, we are prepared to take that on, so long as again we can aim for a close-to-native implementation of RT.

rancid nymph
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@gritty pilot since you've spoken about the API before, you might wanna take a look at this :)

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@wary hatch would you like me to pin your first post?

wary hatch
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Yes please. I can update it if the status of anything changes.

slow thicket
vapid sentinel
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Skyrim SE Community Shaders (Remix SDK, DX11)

unreal sundial
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Such a great project, @wary hatch !
You guys can take a look at this example implementing the remix API in a single C file:
https://github.com/NVIDIAGameWorks/dxvk-remix/blob/main/tests/rtx/apps/RemixAPI_C/remixapi_example_c.c
I believe it covers all or almost all there is implemented in the API atm, since it is a rather new thing.
Though, it will render everything for you and be your renderer. Don't think the API exposes just the RT part of it to plug and play.
Think for now you should have more luck implementing RT with Vulkan (maybe dxvk or remix fork?) and combining the results of diffuse/spec lighting in post, or have remix as a full toggleable PT renderer (which doesn't support custom shaders due to how raytracing works)

GitHub

Contribute to NVIDIAGameWorks/dxvk-remix development by creating an account on GitHub.

wary hatch
unreal sundial
# wary hatch if it's not designed for dx11 we won't pursue it

remix has its renderer implemented in Vulkan. You can still have a dx11 app and use remix to render stuff but the rendering will be handled internally by remix and I think you can combine the output with your dx11 app and proceed with more passes

wary hatch
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I appreciate you trying to help but I only need responses from Nvidia on this

wary hatch
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@feral edge can you answer if the described things here are feasible

vapid sentinel
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if you could please be patient and just wait for a response from the already pinged Nvidia members, that'd be great

merry dock
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Question, will there be a fallout 4 port of this?

feral edge
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@gritty pilot is the right person to ask about Remix SDK (aka the API you all are referencing), and getting SKyrim to work natively. I will say we as a team find this project really interesting and want to help you with any blockers you run into.

rancid nymph
gritty pilot
wary hatch
rancid nymph
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You heard it here first folks. Looks like this will be on pause until Nvidia improves the SDK for this usecase. Then Doodlum/others can work their magic. I look forward to what might come in the future. Until then lads salute

gleaming spear
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@rancid nymphthat's true getting this project working and close to finishing is probably the best move before doing anything else anyway I really hope you will consider doing a Fallout 4 version it would mean a lot to me and other Fallout fans if you did

wary hatch
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starting to cook, just not with remix

prisma edge
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Looks cool. Rudimentary GI?

frail basalt
wary hatch
wraith tangle
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If cooking with remix comes, I'll be looking at skyblivion

wary hatch
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remix isnt possible on dx11

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a pdf explaining everything is being sent to nvidia i think next week. maybe it was sent today or yesterday i don't know.

wraith tangle
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What about PBR, ray traycing

wary hatch
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we already added full pbr support

wraith tangle
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What about legendary edition 32bit support

wary hatch
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question time over, i dont have the patience for this

slow thicket
vapid sentinel
light forge
low cradle
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Starting to look damn good now we just need lights placed in dark areas (or maybe torches will just be really important lol)

quiet nova
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With the absurd amount of graphical mods it'd be nice to have them be all made redundant with this

gilded nacelle
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Sooo, can someone explain exactly what this is ?

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Community shaders with some rtx remix code thrown in there?

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Or rtx remix running natively on Skyrim se ?