#Extended Support for Shader-Based Games

1 messages · Page 2 of 1

fiery jacinth
#

Yeah

flint parcel
#

Yeah, that's fine

#

Just make it glass

fiery jacinth
#

Right

neon sentinel
fiery jacinth
#

But yeah other than that I can agree to anything in terms of not touching things

#

Now let's give Jesse rtx skin /j

neon sentinel
#

sss

fiery jacinth
#

Yeah

neon sentinel
#

some roughness

#

some normals

flint parcel
#

Add Jenny

neon sentinel
#

cook Jesse

flint parcel
#

Replace one of the side characters with jenny

#

Peak

neon sentinel
#

no

flint parcel
#

Yes

fiery jacinth
#

For sure im giving his suspenders a shine at the belts

neon sentinel
flint parcel
neon sentinel
elder pollen
#

It’s using the old textures so you’d be stuck with a PBR pack on the new textures

neon sentinel
#

that's way more scary lol

waxen kettle
#

Are there any tips for return textures to Mafia 2? The geometry hash looks stable, I'm surprised progress has reached this point

fiery jacinth
waxen kettle
fiery jacinth
steady hemlock
#

Tried Far Cry 2, it seems to not like high core count CPUs so you need 'Far Cry 2 Multi Fixer' from github to get it to launch even without remix. After adding remix I can get it took hook and see the main menu but it crashes as soon as I load in to a save

#

Injecting fake camera and stuff definitely does something as it fucks the main menu and shows the DLSS details at the bottom but haven't messed around with it much further

knotty moss
#

XCOM: Enemy Unknown hooks and 'works' but not much luck getting anything other than the UI to work. Also seems to mess up some shaders with the pathtracing off.

prime wraith
#

👀

#

path tracing would be the perfect excuse to play long war again

severe girder
neon sentinel
#

what

#

postal 3 doesn't exist

#

what are you talking about lol

severe girder
#

you right is postal 2.5: fr fr game

neon sentinel
#

Dude's dream

severe girder
knotty moss
alpine breach
prime wraith
severe girder
prime wraith
#

anyway I hope it can be functional one day

alpine breach
severe girder
#

yeah

alpine breach
#

Also when you take a capture, doesn't the meshes have anything usual about them that makes them appear white

#

So many games have this issue I believe it's a shader doing the same operation that remix can't intercept correctly

tired lagoon
#

sorry, been off of discord for a while. Is there a summary post somewhere? this thread has a lot of activity

keen dragon
#

this CR method forces fake camera in games that doesnt do Path tracing normally but it is not perfect solution

#

but it gives lots of information easily about what is FF in the game so modders can sort games that could propably work with remix after some reverse engineering stuff

#

but it is not good for remixing games

tired lagoon
#

So basically in games that don't use the FF camera, but do use some FF draw calls, it tries to infer the camera based on the shader draw calls?

keen dragon
#

yup

#

on first glance it looks good

#

but when you load the toolkit you see how it kinda fakes the scene

tired lagoon
#

Sounds interesting, but your post in General gets the right idea - the hard part of supporting shader games is figuring out how to pathtrace the triangles with custom shaders. Without a good way to solve that, we haven't paid much attention to working out the easier bits

alpine breach
alpine breach
# keen dragon

Unfortunately the meshes are warped, that's not the camera

alpine breach
#

A lot of directx9.0c games are bruteforced to be allowed and render with a remix side fake camera. It allows us to see what's actually being rendered. From the games it seems that most geometry is being captured, which is interesting

tired lagoon
#

can you give me a couple of examples of games with promise using this technique?

keen dragon
#

its now easier to filter the games that will propably work in the future if there will be anyone to take make mod to draw calls

tired lagoon
#

Which is certainly not a small benefit

keen dragon
#

Gta 4 is possible xorxor is doing already compatibility mod

#

Left 4 dead 1 and 2 works

#

Matrix The Path of Neo works too

tired lagoon
fiery jacinth
# fiery jacinth

a few parts of this game have really good promise, some parts are buggy

keen dragon
#

CR Build

eternal crest
# keen dragon

I mean, looking at this, looks like there wasn't any inferring of cam mats in here and cr just made remix's shader capture thingy not abort without ffp cam mats or whatever else it might be doing. Just grabs the geo post vert shader, hence it being all distorted since it's already projected into clip space

fiery jacinth
#

altho without the pbr its kinda ass but i digress it looks good

tired lagoon
#

kinda hard to tell what is remix vs game

eternal crest
#

So like what you'd get with renderdoc

fiery jacinth
tired lagoon
keen dragon
flint parcel
#

Mark, we fixed a lot of things when u were gone.

rugged trail
# rugged trail

I've never been able to get all the characters moving properly in halo but they now work with the camera hack

keen dragon
#

toy story 3 looks workable

tired lagoon
fiery jacinth
#

i see

keen dragon
#

hitman blood money looks workable

fiery jacinth
keen dragon
#

dead rising 2 could be sick one

#

L.A. Noire have lots of FF draw calls

eternal crest
#

I sincerely doubt it does even a single ff call, given it's from like 2011 or something

#

What makes you say that?

keen dragon
#

but afterall there was not much to do with CR build because there is no possiblity of placing any lights than distant light through remix api and pbr's gets distorted light bunces

alpine breach
#

Metal gear rising revengeance works sort of

tired lagoon
#

these might be cases of the vertex shader capture functionality working... I'm not really sure what's going on in them

keen dragon
#

emissives cast lights in one way they kinda work like a spot light

#

castlevania lords of shadow this blurred spot on the face is breathing particle

#

XDD

alpine breach
eternal crest
#

Just removing the stopping blocks from that

tired lagoon
#

So are all of these just flat planes being rendered, or is the geometry actually being seen correctly by remix?

eternal crest
#

Which was aborting without a cam

lilac kelp
keen dragon
eternal crest
# keen dragon

Projective perspective of perspective projection moment up there ^

lilac kelp
eternal crest
#

Really squashed but not entirely flat like you'd see games do

tired lagoon
tired lagoon
#

interesting... that wouldn't be that hard to undo then, just reverse the perspective projection. Is it still running the raster shaders to actually render those triangles?

keen dragon
#

i would call it cinema effect

when it looks good only from game camera perspective
but when you load capture in remix everything is od from any other angle

keen dragon
#

streched models for example

lilac kelp
eternal crest
#

If you can autodetect the projection matrix, then you'd be able to just use it for the cam tho, no?

#

Altho you'd still need pretrasformed geo, yeah, im slow

tired lagoon
lilac kelp
#

i think we've had some success with material replacements already, depends on the game

lilac kelp
#

@fiery jacinth you did some for mcstm?

keen dragon
#

i did material replacement

#

and it was looking like i placed wrongly done normal map on them

rugged trail
keen dragon
#

reflection wasnt making any sense at all

fiery jacinth
#

I was also able to replace nearly the entire level loading screen here

alpine breach
#

Oh it's a telltale game, which means their other games work too

fiery jacinth
#

the only thing i couldnt change was the endermen themselves, for wtv reason when i tried everything would start glowing read

#

red

eternal crest
#

Yeah dxbc is dx10+ only

#

You could locate the cam mats in whatever way, like moving the cam and looking for changed values in cheat engine and going from there

#

And maybe an option in remix to then pass some addresses and specify some mat layout options would be a nice option idk

#

Time for cr to hussle some more 🙂

#

And then a null pointer hits on a level reload

#

🙃

rugged trail
fiery jacinth
#

the major issue with my game is that the textures sometimes load on a seperate rendertarget i think

tired lagoon
broken pagoda
#

there will be any updates of this? i would like to test it further

rugged trail
tired lagoon
eternal crest
tired lagoon
#

but a lot of the draw calls (particularly for level geometry) may just have an identity matrix for the world transform

rugged trail
eternal crest
#

Which isn't available for dx9, so you're stuck with ancient pix

#

or dxvk it and renderdoc that

fiery jacinth
#

i think wolfenstein 2009 has combined view and projection matricies

lilac kelp
#

oops you beat me

tired lagoon
eternal crest
#

And it loves to break

tired lagoon
#

and then you can just pick an arbitrary draw call to treat as "still", and re-align the entire world to use that as the origin (so that the entire world doesn't move every time the camera turns)

rugged trail
#

that's interesting

eternal crest
#

Iirc watbulb had a lot of "fun" with this getting tomb raider legend to work

tired lagoon
#

may need a category for "static geometry" or something like that, and then just make remix use the 1st one of those per draw call as the world's origin.

Ultimately, there are a bunch of ways to solve that part, and the challenge is just finding a way that's reliable and reasonably easy to set up.

rugged trail
#

you think that the camera matrices would be the same between a game's fixed function renderer and it's normal shader renderer?

eternal crest
alpine breach
#

Do we have some sort of explanation as to why vertex captured meshes using CR's hack appear untextured or white most of the time?

rugged trail
lucid hollow
tired lagoon
# alpine breach Do we have some sort of explanation as to why vertex captured meshes using CR's ...

In a raster pipeline, a pixel shader will run once per screen pixel that the triangle occupies, translating from arbitrary shader inputs to a color value. This is the only time when the color of a particular piece of a triangle is known.

Remix needs to know the color, roughness, metallic, etc of a particular point on a triangle every time a ray hits that point - and it's currently hardcoded to just grab a UV coordinate and look those values up from the textures assigned to that triangle.

The naive way of solving this requires:

  1. refactor remix to run arbitrary shader code on every ray hit
  2. refactor the game's pixel shaders to output PBR values instead of color

Needless to say, that would be tremendously complicated to implement, and would be hideously slow.

If you can extract a UV mapping from the vertex shader, and get a stable hash for a pixel shader, then you could replace it with a normal remix material. But getting a stable hash for pixel shaders probably requires game specific implementations (or a very configurable and flexible generic implementation). Extracting those UV maps isn't trivial either, considering that many games supported multiple UV maps, or scaled / tiled the UV maps differently for different textures.

There may be faster ways, possibly involving generating textures by invoking the raster pixel shaders before starting the pathtracing, but every approach we've thought of sounded both expensive and finicky to impement.

#

IIRC, the existing vertex shader capture is trying to extract a simple UV map from the shader.

alpine breach
#

This is interesting. I have not yet seen if the meshes extracted from these relatively advanced shader related games have correct UVs

One thing to note from Che's testing with increasing the Z axis from the free cam does make the textures reappear correctly

#

Which does imply that the vertex shader capture IS doing its job properly

eternal crest
#

It's not my testing, i don't have a rat racing card, just passing along a friend's vid

alpine breach
#

I assumed the video is from you mb

eternal crest
#

No problem, you wouldn't know without me telling you

keen dragon
#

Mini Ninjas with debug view CR build of Remix Runtime

alpine breach
#

Really wanted to see Battlefield 3 with remix lol. But that game requires DirectX 10 Minimum 😭

keen dragon
#

its all from recorded session

keen harbor
#

Only way I think mark can work with it is have cr dm how he did it via source

#

Someone test black ops 1?

severe girder
waxen kettle
lucid hollow
alpine breach
eternal crest
#

Chapgpt can't even make a language extension for vs code that actually functions and has proper auto completion

waxen kettle
# alpine breach Could you outline some of the major issues?

What are the main problems with Mafia 2 with remix? no textures (there are textures in the remix menu, but they can't be rendered), sometimes some objects flicker, and that's it, the game works fine, the same thing as in Postal #1423046815112101938 message and many other games with a similar problem

alpine breach
#

no texture seems to be a common trope among these shader games

trim pine
#

family guy back to the multiverse barely works

terse matrix
#

this game will forever be fucked

terse matrix
#

maily

#

mainly'

lucid hollow
terse matrix
#

prolly

terse matrix
lucid hollow
#

Ah ok. I'm hoping to make some improvements to the runtime to fix that đŸ€ž

terse matrix
#

or the uv camera

regal cove
#

Magic, really. I found out that Mars War Logs works, another shaders-only hopeless game:

It has a lot of fullscreen shaders acting up in front of the screen, but turning up the FOV revealed the game is rendering just fine behind all that mess. I'm not sure what can be done, as the game's shader files are a pain to mess with.

fiery jacinth
neon sentinel
#

milk

slender flower
#

fistful of frags my beloved

lilac kelp
# fiery jacinth oof

this is source so you could just use the same tricks used for other games for fixed function tonguecat

fiery jacinth
#

or wym

#

im not too knowledgeable on source

lilac kelp
severe girder
#

yeah i tasted the game in 2023 in the start and it worked amazing

lilac kelp
#

copy it from the mod folder, should be in <gameroot>/<modname>/bin

regal cove
#

Maybe an ignorant question, but is there a way to search and disable pixel shaders the way vertex shaders are searched and tossed?

#

I'm wondering what to do about a few pesky rendertargets that are raising hell on-screen.

lilac kelp
lilac kelp
#

send a sc of the mod directory

regal cove
#

No rush, but glad to hear it. I wish I could offer help but this is already way beyond my scope of knowledge.

#

Is there any other option in the current build for disabling rendertargets, or would it be best to wait?

lilac kelp
#

you could try using Hide Texture Instance if you can select/find the render target in Categorize Textures

#

i think if you ignore them outright, it breaks other stuff since ignoring actually ignores the drawcall

fiery jacinth
lilac kelp
#

guh i have never seen a sdk folder in a source game

fiery jacinth
#

theres no client in there

lilac kelp
#

its weird but i found it

fiery jacinth
#

there is one in fof which is outside the main root

#

so do i just

#

copy paste it into the bin folder?

#

or what should i do

lilac kelp
#

yeah, and then once the patcher patches it, it should be in a patched folder, and you'll just copy that one back

#

along with the other files

fiery jacinth
#

kk

#

nothing is rendering

#

wait im stupid i thikn

#

think

lilac kelp
#

you might need the dxvk.conf file

#

hold on

fiery jacinth
#

i did

lilac kelp
#

and it has d3d9.shaderModel = 0?

fiery jacinth
#

yep

rugged trail
#

holy shit

ivory pendant
#

halo 2 or 3?

rugged trail
#

ce

#

had to take a photo because ce doesn't like when you hit the windows key

rugged trail
#

legit think this game just needs the properly camera matrices and the culling removed
-# probably way easier said than done though

lucid hollow
#

I can collect camera matrices and utilise them partially. but now I just got to use them to fix other issues

lucid hollow
#

Since ChatGPT is way better at explaining it, and did all the work "Hooking SetVertexShaderConstantF / SetPixelShaderConstantF (option 3) does not depend on guesses—the driver is literally handed the constant data. We can snapshot the 4×4 blocks as they are uploaded each frame and look for ones that match the view/projection matrices we already derive from the fixed‑function state. No motion is required to capture the values, but you’ll only get a one-frame snapshot. To identify which registers are view/proj, you need at least two frames where the camera changes; that lets us compare successive constants and see which blocks track the view/proj we compute elsewhere. Once we’ve observed that mapping, we can cache it and use it even when the camera is stationary.

D3D9 now exposes the live vertex shader constant buffer: D3D9Rtx copies the constant pointer + count into every DrawCallTransforms, and CameraManager learns (and logs) which constant registers exactly match the fixed‑function view/projection matrices. Once a stable match is found you’ll see a one‑time log like
[RTX-Compatibility] Matched shader constant camera matrices: View=cXX, Projection=cYY

and, if you later enable rtx.extractCameraFromShaderConstants, the extractor will prefer those deterministic registers before falling back to heuristics"

#

I also added filtering to stop bad matrices from being used

rugged trail
#

when can I test?

lucid hollow
#

Next few days perhaps. I'm so dependant on AI and my subscription limits me constantly. Sometimes I have to wait 5 days. So I bought 2.

rugged trail
#

bruh
(referring to the two subscriptions not the next few days part)

lucid hollow
#

I can't wait around. I cant sleep cause I'm just thinking about this lol. It was a great investment

rugged trail
rugged trail
#

@lucid hollow In theory could I just point remix to these instructions?
99% sure this is the game's projection matrix

lucid hollow
#

I can add options to override it but I am fairly sure the detection I've implemented will be accurate

rugged trail
#

nice

alpine breach
ebon ruin
alpine breach
#

This sounds like a more universal and generalized approach and might not be game specific

lucid hollow
#

Correct its not game specific. I intend to test many games with different engines and fix any issues

eternal crest
# lucid hollow Since ChatGPT is way better at explaining it, and did all the work "Hooking SetV...

Eh? "look for ones that match the view/projection matrices we already derive from the fixed‑function state" What fixed function state? If you had the cam mats from ff you wouldn't need to infer them????
Is this something it just told you or do you have something that you actually checked works? Cause this makes no sense and then it also goes on to speak as if it edited remix source, but memechines just lie about what they did and make shit up

lilac kelp
eternal crest
#

That's not what the words imply

#

And who is "he"?

dawn aurora
#

he, the almighty

eternal crest
#

The almighty clanker

alpine breach
#

Do shaders really have camera matrices in them? Idk that's what it sounded to me

dawn aurora
# alpine breach Do shaders really have camera matrices in them? Idk that's what it sounded to me

The vertex shader has to transform the incoming object to camera space. Some games might provide separate matrices for the world (object) transform, view transform and projection transform. That's 3x 4x4 floats so quite wasteful and thats why a lot / most games transitioned to transform the entire object into camera space by using a pre-combined worldViewProjection matrix (so 1x 4x4)

lucid hollow
# eternal crest Eh? "look for ones that match the view/projection matrices we already derive fro...

Ngl I am not knowledgable in this but the reason I believe it worked is because I fixed many issues with matrices such as the entire world being flattened to planes, all geometry flat and originating from a centre point on the screen, squished geometry, rotated worlds, planes getting stuck to the screen, repeatable patterns across the screen and then finally with tweaks to filtering, it actually looked normal.

#

I've been here quite a long time also. I'm not a memechines and I've tried to help the community as much as possible so any inaccuracy I say is not intentional.

#

If this doesnt work, which is very possible, its my loss for investing so much into it

eternal crest
#

I'm not berating you for anything, i'm just trying to clear up my confusion

#

So you have a build that does things then?

eternal crest
lucid hollow
alpine breach
#

Interesting idea from Frisser as well. Hope there's more to it and not the AI hallucinating weird results

ivory pendant
# lucid hollow I believe that it captures the correct matrices but I am confused to why my text...

I would like to assume it has something to the game's vertex format, which may be the reasoning to why the texture coordinates are warping like that. Remix looks to be defaulting to using the game's view matrix for mapping in situations where it doesn't fetch the correct texture coordinates or something.

I'm going off of one of the issues xorxor mentioned with the game, i may be completely wrong, this is likely useless information, but whatever..

fading perch
#

Has anyone tested crystal tools games with these hacks? Like Final fantasy xiii series and final fantasy xiv 1.0

rugged trail
#

@lilac kelp sorry for the ping but would you be able to throw together a build that let's you only inject certain camera fake matrices?
(have no idea if that's even possible)
I'd imagin it wouldn't work well but it would be nice for ruling stuff out

lilac kelp
#

maybe sometime this weekend

rugged trail
#

sweet
take your time

broken pagoda
#

i would like to see as well

trim pine
#

imagine someone makes a fork of this only to work on unity games

ivory pendant
#

imagine someone makes a fork of this that works with all games and makes all games actually work like you would want them to

fiery jacinth
#

Imagine someone

neon sentinel
#

imagine

rugged trail
#

imagine if someone forked it and rewrote it in rust

#

would fix everything

lucid hollow
#

Simples

broken pagoda
#

imagine if someone forked it and rewrote it in holyc and made it compatible on templeos

rugged trail
#

idk how many games it impacts but turns out with Halo you can get remix to hook in the normal shader mode if you try enough times

ivory pendant
#

dx9 and vulkan support when?

rugged trail
#

when you decide to learn the remix api :P

terse matrix
#

On a bit of a weird note

#

this version changes absolutely nothing in ghostbusters the video game 2009

fiery jacinth
#

you are cursed with forever broken

terse matrix
#

truly

fiery jacinth
#

iirc tho if the camera already injects it wont work

terse matrix
#

oooh i see

#

the games engine just does not fuck with remix at all

fiery jacinth
#

so because your game raytraces already there isnt a way to impliment a fake cam

terse matrix
#

too many rendertargets

fiery jacinth
#

unfortunate

#

honestly

terse matrix
#

i know

#

the game would be awesome in remix

fiery jacinth
#

2009 is a really good game too

#

ALTHO

#

mind you

#

ive only watched playthroughs

terse matrix
#

wtf

fiery jacinth
#

so i cant say fsa

terse matrix
#

im making a gbtvg proton pack irl

fiery jacinth
#

they call me b-b

#

bailey bean or broke bitch

#

you chose

fiery jacinth
terse matrix
#

its using shader mode though to render

fiery jacinth
terse matrix
#

not it uses the shader support mode

fiery jacinth
#

wdym by this

terse matrix
#

the one included in remix

fiery jacinth
#

jess can i dm you

terse matrix
#

yes

lucid hollow
#

I give up on trying to make remix more compatible. It needs proper devs. This was the solution I was trying to implement but I get get pink texture (as I use pink for debugging) and missing geometry. The geometry that does render only flashes on screen every few seconds for a milisecond. I did manage to get textures to work and then chatgpt deleted all my work. "The improvements add a complete shader output capture system that re-executes D3D9 pixel shaders off-screen to generate albedo textures for materials that use render targets. It captures all D3D9 texture bindings (not just material textures), vertex/index buffers, shader constants, viewport state, and shader objects at draw time, then re-runs the pixel and vertex shaders in an isolated environment with the captured state. The system detects render target self-references, finds valid replacement textures from alternate slots (5, 7, 8, 15), binds them to slot 0 during re-execution, and caches the resulting output textures by material hash for reuse across frames. This enables RTX path tracing for games that render-to-texture for effects like reflections or post-processing, " If this is the wrong way of doing things, ok.

trim pine
#

❀ I give my luck

fiery jacinth
lucid hollow
# fiery jacinth i think you forgot the "a" in ai

I think you forgot your manners. I’ve been working for an entire week, 5 hours each day. These last 2 days I’ve been working on it from 2pm to 7 in the morning because I purchased the higher tier for £90. I’ve been very open about using AI but it’s not stress free.

fiery jacinth
eternal crest
#

Absolute prodigy of communication right here

rugged trail
wild lark
neon sentinel
#

he's just a dumbass

wild lark
#

he's been timed out for 1 day

@fiery jacinth your next violation of the rules will result in being kicked or banned

neon sentinel
#

finally

#

no more spam in remix projects

#

very helpful

#

"game not working"

#

thread

#

🙏

dawn cliff
eternal crest
# lucid hollow I give up on trying to make remix more compatible. It needs proper devs. This wa...

Like i mentioned before, from what i tried, i found it doesn't really matter what memechines (that means ai if that wasn't obvious) say they did, the words and the actual output aren't well correlated even, they say they did something and they just don't, so it telling you it did those things doesn't really say anything about the idea, because the execution is likely just fucked or not even the idea itself in actuality

#

I know others had better experience with other stuff, but this is more of a niche task to vibe code

lucid hollow
fiery jacinth
lucid hollow
#

Sorry for ping

lucid hollow
#

So allowing many more shaders to work (in theory but the entire thing might be a dead end I’m not smart enough to know)

ivory pendant
broken pagoda
tired lagoon
#

I've had a few times where AI made something I like, then completely ruined it, and I wound up having to manually rewrite parts of it back to the version I liked.

wild lark
#

10000% i use LLMs regularly for coding. always use git to back up your current progress so you can revert to it. or just copy the folder if you're very averse to using git

alpine breach
#

At some point when i was making scripts for GTAVC using Copilot, it would sometimes go beyond it's way to add unnecessary details or hallucinated code that i would cost me an entire day trying to get back to a stable working version of my .asi scripts. Wish somehow you could link the AI itself to make changes in a git using commits, that way its easier to track between versions. Sometimes it works, then on the next prompt it completely forgets and fucks up everything

flint parcel
#

I've gotten some absolute banger blender scripts out of aistudio

alpine breach
#

ah yes, blender scripts using Claude also works great (most of the time)

flint parcel
#

easily placed 4560 lights

alpine breach
lucid hollow
#

Yes that’s the perpetrator that deleted my work! I highly recommend Claude code over codex. The auto compact feature summaries the past discoveries and next steps into a prompt and feeds it to itself so it can keep going when the context limit has been reached. ChatGPT goes a bit haywire after 50% context has been filled and it is not nearly as good at accessing your system. It scored 10% lower on a coding benchmark and often it says it’s working when you ask but it’s actually not even showing it’s running cause it broke.

alpine breach
#

lmfao

lucid hollow
tired lagoon
# lucid hollow Thank you! I am curious what you thought of my approach to shaders and if you th...

It's a bit hard to read the wall-of-text that you posted, but if I understand correctly, you're rendering every triangle out onto a new texture, and then using that new texture when passing the triangle into Remix. Presumably with some logic to combine a bunch of triangles into a single UV map, rather than actually doing 1 texture per triangle.

The biggest stumbling block for that is probably perf / memory, but even beyond that, you run into issues with what exactly the shaders of most games output.

Remix wants to take in an unlit albedo map. Basically the color of light that would reflect off of that bit of material.

Game shaders will produce a lit pixel, possibly including shadows, cubemap reflections, camera dependent effects, etc.

You also run into problems caused by dual UV maps. If you want to make a large wall that doesn't just look like the same tile repeating, it was common to layer 2 textures on top of eachother with different UV multipliers, then combine them in a shader. That means that a vertex at UV 1.5, 1.5 will get a different result than a triangle at UV 0.5, 0.5. Remix doesn't have any support for that sort of thing, and to support it using a render-to-texture approach could require very large amounts of memory.

All that being said, this was one of the 2 main approaches that we talked about when brainstorming solutions for this.

lucid hollow
#

Ah yes that was what I was trying to implement but I hadnt thought of combining into a single uv map and many of those issues

#

I am praying it eventually comes to remix đŸ€ž Or a better solution

lucid hollow
tired lagoon
#

My understanding is that NTC is relatively expensive to compress, since you need to train a neural net for each texture. Might not be a good approach for a bunch of dynamically generated textures

lucid hollow
#

Yup it needs a few more years. But we could use the dynamic texture in the meantime and then swap it in when ready. Mod users wouldn’t be training them themselves

#

Idk

tired lagoon
#

In general, texture compression on the GPU is used for static texture assets, not for runtime textures that change every frame.

lucid hollow
# tired lagoon I personally suspect that we'll have to go with some form of hashing to identify...

Interesting. Do you think it’s possible to capture the textures if it’s static but has a shader? For example the uvs in my game are view dependent and have a render target on each texture, I can’t remember if that is the correct name, but a weird texture is bound to s0 and I have to mark it using my code so it searches elsewhere, at s7 for example. These would be static otherwise and that would be ideal for ntc but I am guessing the memory problem is only with dynamic texture if we can capture the static ones?

tired lagoon
#

well.. I'd leave off thinking about NTC - it's purely a perf optimization, you should think about that after you have a working system. If the texture is small enough that the original game is using it, then it's probably smalle enough to not matter.

In the alternate approach I outlined above, we'd still be dealing with static textures from the game, which we could replace with alternate textures. But it'd be up to the modders to write the shader code that actually does something with those textures.

#

your game is dynamically changing UVs based on camera position and using render targets for every draw call? why?

lucid hollow
#

idk 😭 Its so unfortunate because everything else works pretty well. I'm hoping to reverse engineer it now

ivory pendant
#

i thought it would be something with the cubemap shader the game uses, because tt games abuses those.

This is a guess, but remix could be fetching the wrong parts of memory, and using those as UVs (from where the vertex format is stored in memory), such as components of the view matrices, coincidentally.

fiery jacinth
#

has anyone tried payday 2?

lilac kelp
#

#1423046815112101938 message

#

i think your memory is shot

#

unless you just added that reaction lmao

fiery jacinth
#

i loved that game

fiery jacinth
#

sorry

#

lol

lilac kelp
#

no its ok lmao

fiery jacinth
#

man

#

now i gotta install it to test

broken pagoda
#

nfs world

#

nvm that part

#

getting mixed result on being rasterized and raytracing

broken pagoda
#

also flipped out

lilac kelp
#

ok apparently this isnt even needed if you just flag stuff as UI...

broken pagoda
#

Would work on the rest of games with flip issue?

keen harbor
#

what unity version

elder pollen
#

Tattletale RTX here we go

#

Subnautica used to have DX9c support

lilac kelp
broken pagoda
#

i tried with similar config before but didnt got result

fiery jacinth
#

time to make 34 billion copies of payday 2

#

(I suck at deleting stuff)

#

I cant get pd2 to launch nvm

#

this is why we make copies

fiery jacinth
#

@severe girderhow did you get payday 2 to work?

#

cuz I cant even get it to hook

keen dragon
#

It worked for me too

fiery jacinth
#

it wont hook

#

maybe launch it with remix launcher

#

what you mean NvRemixLauncher32.exe

neon sentinel
#

i think they just buy dlc

#

rtx remix dlc

fiery jacinth
#

ah yeah

#

my mistake

#

I forgot to buy the dlc along with payday 3

neon sentinel
#

♄

severe girder
severe girder
fiery jacinth
#

how did you do it with the other version

severe girder
#

dont remember tbh let me download it and try again

neon sentinel
#

oh moderators!!!

ivory pendant
severe girder
#

true fr fr

lilac kelp
neon sentinel
#

that's cool

#

maybe

#

i guess

lilac kelp
#

trying to see how far i can get with The Forest

#

first thing is camera matrices, then unfucking the rendering issues

neon sentinel
#

damn

#

i hope ur fix unfuck that shit

#

💔

#

very familiar map

lilac kelp
#

lol the psp cs game?

neon sentinel
#

no

#

i don't understand

#

what are talking about

lilac kelp
#

#1431890852250390610 message

#

trying to make this game work well with remix

fiery jacinth
neon sentinel
#

my braincell just lost

#

in one sentence

#

maybe in one day, i launch that map with rtx remix

#

but it's just dreams

#

and this baby

#

♄

lilac kelp
#

unity does not like me fuckin around

neon sentinel
#

bruh

lilac kelp
#

i think this is trivial to fix but it will take a while for me to figure it out

flint parcel
neon sentinel
ivory pendant
#

If only CR could implement a way through the runtime or through an external file to feed remix the view and projection matrices.

lilac kelp
keen harbor
fiery jacinth
#

i need to see a remaster of slime rancher

regal cove
lilac kelp
#

blanket as-in outright?

regal cove
# lilac kelp blanket as-in outright?

Yep, it might hurt if there's usage e.g. in-game monitors or UI but in cases where it's just a display step, I dont think it should be necessary to have them

lilac kelp
#

ill look into it, the forest uses a lot of RT's for some reason and it might be why there is some flickering

fiery jacinth
neon sentinel
#

imagine if it helps

fiery jacinth
#

fr

trim pine
#

i used asset ripper to get the source code of a 4.0.0 game

#

ported it to 2022

neon sentinel
#

and got some

#

unstable

#

unplayable shit

#

with quadrillion of errors

#

♄

trim pine
#

actually no

#

all i had to do was remove boo lang

#

and make some scripts compatible

neon sentinel
#

asset ripper gifted power
random unity shit pure effort

#

joke originally made by me

#

🙏

trim pine
#

guys

#

will it work?

trim pine
#

this is a test project i made in unity 2.5.0

regal cove
# lilac kelp ill look into it, the forest uses a lot of RT's for some reason and it might be ...

My thought process is that it could be a lot of pixel shaders that display the screen, but it could also be arbitrary cameras for UI, etc.; for all I know the inventory tarp from The Forest is a render texture. I know they tend to also get used for 3D cutouts e.g. character models (think the character preview on drop in Helldivers 2, or characters in customization screens for hero shooters). This is almost all speculation without diving into the built game with tools, so no idea how much of this actually translates into usable knowledge.

lilac kelp
#

yeah im gonna have to dive into the game's shaders or take a renderdoc capture and figure out what it's doing

#

but its probably pixel shaders

#

i need to add support for filtering them like vertex ones

keen dragon
#

orcs must die 2 seems like game that could be easily ported to rtx remix

lime thistle
lilac kelp
#

iirc it doesnt work for vulkan?

#

or maybe that was for x32 only

#

also reshade input is completely broken with 32bit remix games

#

would be cool to try nonetheless

ivory pendant
lilac kelp
#

yeah thats what i did before

fiery jacinth
#

is psychonauts 1 d3d9c?

fiery jacinth
#

might test it tho i only have the xbox version

#

do you think xbox will kill me if i do

fiery jacinth
terse matrix
#

tattletail works

#

LMAO

fiery jacinth
#

yay

fiery jacinth
terse matrix
#

its 32bit

fiery jacinth
fiery jacinth
fiery jacinth
#

OMG DUSK WORKS!!! I LOVE DUSK

fiery jacinth
#

Technically star wars galactic dance off is dx9c

alpine breach
lucid hollow
#

I did. It was my second choice for xotor to try when he had that Patreon tier. It turned out to be incompatible. This is what he said “I think this game does not have a compatible camera because it computes the local to screen transform on the fly for each mesh and I don't think it stores the view/projection somewhere separately (or maybe it does but I'm unable to find it). Fixed function rendering would theoretically be possible because vertices are in a proper format. (stuff in the video is all shader based)”

alpine breach
#

Ray traced cloth 👀

#

Nah man wtf I thought this game had euphoria 😱

sacred python
#

The Wii version was drastically different than what you see in that video. The level design was completely different and I don't believe there were any shared assets between those versions.

#

Google's AI might be mistaking it for the Switch port of The Force Unleashed, which was based on the Wii version

alpine breach
#

Thanks Google for putting me into a coma

lilac kelp
#

iirc 2kliksphillip covered this game recently and went over all of the tech

alpine breach
#

This was peak physics integration

sacred python
#

I was so young then. So naĂŻve. sad_cat

prime wraith
#

😼‍💹😔

#

ai and physics need to be focused on; path tracing is a reality and while im sure there's a ways to go improving it somehow, game design hasn't really changed in a long, long time

knotty moss
#

Pathracing PBRs + Geometry morphing would be peak. I'd be interested to see what height maps would look like on those materials when they gets stretched or folded.

alpine breach
#

Vertex morphing will likely stretch the material because of the associated models UV scale, it'd be interesting to see the PBR break though

keen harbor
#

cr is your build merged into the main branch yet? i just dont wana have 2 versions downloaded cause i forget where i put them

lilac kelp
#

no, there isnt a PR for it

keen harbor
#

k

elder pollen
rugged trail
#

I was able to cherry pick the camera stuff into my fork for halo

fiery jacinth
#

found a lil dude js chilling here

neon sentinel
#

to appear for 1 nanosecond

fiery jacinth
#

true

neon sentinel
#

true my beloved

fiery jacinth
#

still waiting on mcsm compatibility saintpensive

neon sentinel
#

same

keen harbor
#

how the heck did story mode wrap

#

does minecraft latest?

fiery jacinth
keen harbor
#

if java would allow gldirect

#

it would be neat

broken pagoda
#

i was able to hook ppsspp however i cant get inside rtx menu no matter what

broken pagoda
keen harbor
broken pagoda
#

it will just emulate a android emulator that will emulate psp games

keen harbor
#

Yea

#

Oh well

#

Too bad Xenia isn't 32 bit and dx9

broken pagoda
#

64 bit is possible

lilac kelp
#

its still d3d12 focused

keen harbor
#

I forgot when dx9 wasn't used anymore

#

I just remember the dx10 rumor

rugged trail
#

dx10 rumor?

keen harbor
#

When news started spreading after 9

rugged trail
#

dx10 is a real thing lol

keen harbor
#

I just skip to 11 I don't think 10 was a big deal lol

neon sentinel
rugged trail
#

yes

keen harbor
rugged trail
#

it wasn't super common but dx10 is 100% a thing

#

Lost Planet: Extreme Condition uses it

keen harbor
#

Ok dx10 introduced shader model 4

neon sentinel
#

government lies

#

dx10 doesn't exist

keen harbor
#

So does atlas but here we are

rugged trail
#

from my understanding it's much closer to dx11 than dx9 though

keen harbor
#

No wrappers but I wonder if remix could be engineered to use it

broken pagoda
#

this is complex thing to do

#

Very complex

keen harbor
#

I know it requires a big api change

#

But so is trying to make a dx9 opengl 4 wrapper

#

Which I tried

#

Dx9 has low shader compatibility

#

Dx5 would probably be easier to do

sacred python
# keen harbor No wrappers but I wonder if remix could be engineered to use it

I am going to say it probably wouldn't work. Remix can't even really handle DirectX 9c's shaders as it is.
Even with shader based games that do work with Remix, what you can actually do as far as replacements go is so much more limited compared to games that exclusively use a fixed function pipeline or at least have fixed function fallbacks.

keen harbor
#

Yea

#

It's good to see it hook but then it's like oops

#

Nvidia might as well remove 9c compatibility

#

It's not good yet

rugged trail
#

that's an interesting take...

keen harbor
#

I tried with oblivion and man it's a mess

rugged trail
#

the whole idea of remix is kinda experimental so removing something that doesn't work perfectly would be odd

sacred python
keen harbor
#

I can see that as I remember the doom 3 project

sacred python
#

Plus, you have folks like Xoxor4d making compatibility patches for some DirectX 9c games as well, though from what I understand that isn't always viable for every game.

keen harbor
#

Is it possible to upgrade 9c shaders ?

sacred python
keen harbor
#

What if games didn't have shaders

sacred python
#

Either no shaders or at the very least games that have support for fixed function fallbacks.

keen harbor
#

So can I remove shaders from a complex game like fear?

dawn cliff
#

Then what would have been rendered with the shaders originally would not be rendered at all anymore

keen harbor
#

Just the camera?

sacred python
# keen harbor So can I remove shaders from a complex game like fear?

Well, that's not an easy thing to do if it is entirely shader based.
Sometimes people like xoxor4d can get games that are otherwise entirely shader based to render partially or even fully using a fixed function pipeline, but whether even that is viable or not depends on the game.
It also takes a LOT of time and requires some specialized knowledge from what I understand.

keen harbor
#

I guess shader code edits to fake stuff

rugged trail
#

so turns out the halo vr mod has a hook for the game's camera matrices...

#

uhhh how would I go about handing that data off to remix @lilac kelp?

lilac kelp
rugged trail
#

It's okay
I actually think I understand conceptually how to get it work now lol
-# read through quite a bit of xoxor's code

#

it would be really nice if we could just give remix the byte patterns to camera matrices if we had them though lol

storm pawn
neon sentinel
neon sentinel
storm pawn
neon sentinel
#

🙏

fiery jacinth
#

day 4324242 of asking for cr to look into mcsm NERD

#

/lh

lilac kelp
fiery jacinth
lilac kelp
#

yuh but there is more to be done with shader games

rugged trail
#

I think we really need a compatibility mod template so the community isn't so reliant on the more technical community members

fiery jacinth
#

most of us wont have the comprehension skills for it anyways

rugged trail
#

you'd be shocked how much people can accomplish with well commented code lol

dawn cliff
#

HDR first tux_dawg

fiery jacinth
#

@lilac kelp force camera valid works on roblox

#

sorta

lilac kelp
#

but not fake camera?

fiery jacinth
#

inject fake camera works

#

but the game has some issues

fiery jacinth
#

anything 2019+

#

im assuming everything being flat isnt something that can be fixed

lilac kelp
#

i think xoxor4d said that's vertex compression iirc?

#

not fixable unless you did some RE work on the engine

fiery jacinth
#

well at least 2017 looks.... decent

#

the sky flickers in and out

#

and the stud textures cover everything

#

but the colors work better than 2008!

trim pine
#

in 2016L its the same as 2017 really

#

i screenshot it crashes

#

also when i zoom the player isnt rtx remixed

fiery jacinth
#

yeah

fiery jacinth
#

the steam copy of psychonauts seems to function better than the xbox gamepass copy

#

minus the sky

neon sentinel
#

does anyone tried dead space?

lilac kelp
#

yes

#

its very broken

#

#game-compatibility message

neon sentinel
#

depressing

keen harbor
#

it seems you have to do the pull request for it to merge to main @lilac kelp because no'one else can

lilac kelp
#

this is most likely not going to be a PR until i add a viable method of passing camera matrices

rugged trail
#

signature scanner in rtx remix when?

fiery jacinth
fiery jacinth
#

Wait @lilac kelp why doesn't sfm work? Is it a dx9c title?

lilac kelp
#

ye

fiery jacinth
#

God I gotta get home stat to test it

#

Dont wanna spoil the outcome but im hopeful

elder pollen
lilac kelp
#

idk i just downloaded it to try as well đŸ€“

fiery jacinth
#

If it works say nothing I wanna witness this myself

-# "Just dont open discord" NERD

lilac kelp
#

camera viewport

flint parcel
#

Ain't no way 💀

lilac kelp
#

the viewports sometimes goes rasterized

#

its a tad buggy but there is def potential here

fiery jacinth
#

Im a genius!

lilac kelp
#

gotta try the meet the heavy session

#

this will be so peak

#

ngl sfm plays a lot nicer than i thought, its certainly better than modern source games

flint parcel
fiery jacinth
#

I think its built in as a demo for it

flint parcel
#

ooooh

fiery jacinth
#

BUT CR

#

have you got rendering the sfm to a video file to work? Im having issues

lilac kelp
#

im still tweaking stuff to make the engine play nice

fiery jacinth
#

Ah

#

Mb

lilac kelp
#

but meet the heavy rtx everyone

#

playback kills pef

#

idk why

fiery jacinth
lilac kelp
#

i got no idea but one way to find out đŸ€“

fiery jacinth
#

True!

#

Is love to see it

#

Sfm is my life đŸș

lilac kelp
#

amd drivers hate 32-bit remix games, instant driver crash each time i alt tab

#

this shit been going on for over a year smh

#

yay i cannot get ingame anymore, can someone with nv keep testing in my stead?

fiery jacinth
#

what should i try and do

lilac kelp
#

idk, see if you can get the viewport to be path traced for more than 5 seconds

fiery jacinth
#

aye aye

lilac kelp
#

idk why it stops, it not like remix isnt path tracing anymore

#

it does some fuckery

fiery jacinth
#

maybe its a rendertarget issue?

lilac kelp
#

i got no idea, this is a very weird source game

fiery jacinth
#

ill do it via renderring an image over a video

#

then once i think ive got it to work ill do a video

#

rinse and repeat

lilac kelp
fiery jacinth
#

what?

lilac kelp
#

gpu driver giving me hell

#

when exporting a poster, its rasterized???

#

guh

fiery jacinth
#

odddd

lilac kelp
#

yeah me no understand

#

i wonder how the viewport is rendered, because remix is definitely not seeing it

#

maybe it is a render target...

fiery jacinth
#

gulp..........

#

i genuinely hope this can be fixed and funcitonal

#

imagine the possibilities

lilac kelp
#

looks like the viewport is a RT but with multiple passes?

#

enabling them doesnt do anything so far but mirror my ingame visuals to the UI

#

oh i think that worked lol, too bad my driver crashed

#

again

#

fucking amd

fiery jacinth
#

what worked

lilac kelp
#

viewport tried to path trace after enabling all of the render passes as render targets in remix

fiery jacinth
#

ah

lilac kelp
#

im def onto something

fiery jacinth
#

i am the henchman that picks up what your graphics card manually puts down

lilac kelp
fiery jacinth
#

what the

lilac kelp
#

renderng a poster now equals black visuals

#

but playback works

fiery jacinth
#

remix wont hook onto sfm for me anymore

#

oh

#

its downloading my workshop

#

oops

lilac kelp
#

try my rtx.conf, i have selected the bare minimum to make stuff work

fiery jacinth
#

now i gotta relearn sfm again ughh

#

so like

#

does this not work with the source patches you told me abt?

#

or is nothing patchable here to make things better

lilac kelp
#

it forces its own "dx10" dxlevel

#

i dont think it has any fixed function backend as you cant even use mat_dxlevel

#

so patches could help for culling but that's it

fiery jacinth
#

damn

#

so ig just wait for better general shader support n stuff

lilac kelp
#

passing real camera matrices would help SFM a lot, but rendering, lights, etc would be a whole different adventure

#

aside from capturing shaders

fiery jacinth
#

i got gm flatgrass to work

#

i cant get the alt x menu to open

#

ill work it mroe tmrw

lilac kelp
#

alt x only works in the ingame view

#

the viewport is just a RT so remix isnt actually running there if that makes sense

fiery jacinth
#

Got it

lilac kelp
#

exporting as movie seems to just render the last rasterized frame lmao

#

i think remix is actually rendering each frame, but its not being captured correctly

fiery jacinth
#

Again this has huge potential

lilac kelp
#

we definitely need xoxor4d for this one đŸ‘ïž

fiery jacinth
#

Yeah

#

A more user friendly blender animation software

#

Should we even like ping him to see if he may know anything of the issue?

#

Cuz im deathly curious

lilac kelp
#

we can but its probably going to need the same attention as l4d2-rtx or p2-rtx

fiery jacinth
#

Lemme write a paragraph rq

#

@dawn aurora hey, im sorry if this is an early/late ping and I wake you up (idk timezones) but we sorta got sfm to work, however overall its kind of messy (see above) and the game expirts entirely resturized images. We where curious if there was any ideas you may have on it at all, or if (after a break ofc cuz of gta) it could be looked into? It has very much high potential honestly as it supports user friendly animating with custom workshop models. I belive if this where to work better and maybe export raytraced this could be big. Again sorry if this is a laye or early ping, this just seems really interesting and id figure you'd know more about it.

lilac kelp
#

like the fps is shit but at least its in sync

dawn aurora
#

I really don’t see anyone actually using sfm with remix tbh

flint parcel
#

I wonder why

ivory pendant
#

Other software already have better renderers built into them.

neon sentinel
#

remixing videosđŸ„€

prime wraith
#

this is still really cool; people might do this anyway

fiery jacinth
#

I could see quite a bit but i guess thats just me

trim pine
#

why does the new update not hook to shader supported games anymore

#

its like 3

#

options now*

neon sentinel
#

why gta 5 don't work

keen harbor
#

too new

ivory pendant
#

Nothing is too new if we work hard enough.

fiery jacinth
#

once dx11 works itll be a breeze!

#

!!!!!!!!!!

keen harbor
ivory pendant
#

It probably won't happen with that mindset.

fiery jacinth
fiery jacinth
#

js ask cr (ik it most likely wont happen im just giving my best hope to cr

keen harbor
#

maybe, but wishes

#

if it did run it probably run 2 fps

neon sentinel
#

đŸ„€

alpine breach
alpine breach
#

Oh wait this came out with dx11 or dx12. Not even dx9c

#

First time seeing OGL though

dawn cliff
#

Time for TitaniumGL to shine lesGO lesGO

elder pollen
exotic bone
#

Getting this error when I try to build in VS 2019:
Error MSB3073 - The command "ninja -C.._Comp64Debug" exited with code 1.

#

https://ninja-build.org Tried installing the latest Windows build from here but when I clicked the .exe in it nothing happened

calm salmon
lilac kelp
#

it probably won't run unless you adapt all of the offsets for that engine version

fiery jacinth
#

does anyone own a hat in time? might be a good try

lilac kelp
#

i tried it iirc

#

i could not for the life of me get input working to turn on the fake camera

fiery jacinth
#

huh

#

interesting

elder pollen
#

Guys, 32bit PhysX is back on RTX 5000 series

#

Time to enable it in UE3 games with CR’s runtime

eternal crest
rugged trail
eternal crest
#

So not actual 32 bit cuda restoration

#

Somebody rewrite the old ass cpu physx with multithreading and avx(512) support if that shit was ever open sourced idk how far back they went

elder pollen
eternal crest
#

I can read, yes

rugged trail
#

they didn't need to bring back support so I'm happy

dawn cliff
#

That reminds me I never tried Cryostasis with RTX Remix 👀

coral verge
broken pagoda
median juniper
#

Extra shader support doesnt even show up for Resident Evil 4 (2005)

neon sentinel
#

game gonna freeze

broken pagoda
median juniper
lilac kelp
#

no

#

the pinned one has the specifc shader changes

broken pagoda
#

++++

median juniper
#

it is VERY unstable

neon sentinel
#

just like i said

#

game gonna freeze

median juniper
fiery jacinth
#

this prolly shares the same issues with other dx9c games

#

lego ones specifically

fiery jacinth
#

nvm it loads without fake cam

median juniper
median juniper
#

Bro what. How is only one game from the same engine as the others actually works with remix?

#

I mean atleast it is LSWCS

ivory pendant
#

Batman and Indiana Jones 1 are from the same engine. Though sadly, Indiana Jones 1 is blank when remix hooks, but i believe it has the same potential as the others. Batman works with the same workaround as LSW tcs and has been worked on for a couple years now.

fiery jacinth
#

Id love to see it without normal junk

#

My dumbass cannot make normal maps

lucid hollow
lucid hollow
fiery jacinth
# lucid hollow Are you going to be fully working on it?

well, with the way i do things (sorta rotate projects) but i dont think id work on it with how the normals act, unless im really dumb and you can smooth those out with textures, theres alot of issues with the engine, culling, effects being jank etc so

#

i do love the game tho so possibly

#

if i did id wanna make it nearly entirely lego instead of this lego non lego mix

lucid hollow
#

With fully replacements it’s possible to work around all of those I think

fiery jacinth
#

the game is also lsightly unstable

#

so idk abt replacements

fiery jacinth
lucid hollow
fiery jacinth
#

it also mostly seems to be whats unstable too

#

also lightsabers are just entirely gone so

#

and the sky textures dont wanna function

#

def alot of a work needed

sacred python
# fiery jacinth My dumbass cannot make normal maps

I have tried searching through the game's files tonight and I found that the game already has normal maps for a lot of things.
It mainly seems to be environmental stuff that uses them, although some parts of certain characters use them as well (such as Qui-Gon's hair and Jedi capes).

There is also what appears to be the occasional use of specular maps, although less commonly than the use of normal maps.

fiery jacinth
sacred python
fiery jacinth
#

Wow that does look good

#

If not a little weird in some parts

#

Altho i think thats js the lighting

sacred python
fiery jacinth
#

Indeed

winter needle
#

another lego game tried, the lego movie the video game

#

it hooks but no rtx menu

#

no forced3d9 setings either

#

nvm we cookin

#

this one looks to be js megafucked...

#

and it requires sm3 to run

winter needle
#

This is so sad

#

Mgrr crashed on the final level weirdly on my friends pc 💔

broken pagoda
#

Splinter cell conviction

neon sentinel
#

one specific guy files in that game?

broken pagoda
neon sentinel
#

young and innocent

#

😭🙏

exotic bone
#

I have no experience with Visual Studio and cannot seem to pull off building solutions/individual game runtimes correctly, are there base runtime downloads anywhere or more indepth written/video tutorials that go step by step using VS2019 with this?

exotic bone
#

It looks like I built it right but I'm getting this chain of logs for every game I try and run with the runtime

[17:35:54.434] info: [17:35:54.432] info: No default config found for: C:\Windows\explorer.exe
[17:35:54.434] info: [17:35:54.434] info: Trying to open config file: G:\SteamLibrary\steamapps\common\BrutalLegend.trex\bridge.conf
[17:35:54.434] info: ==================
[17:35:54.434] info: NVIDIA RTX Remix Bridge Server
[17:35:54.434] info: ==================
[17:35:54.434] info: Version: remix-main+a8192ecd
[17:35:54.434] info: Running in x64 mode!
[17:35:54.434] err: BridgeAssert: (argCount >= 2)
[17:35:54.434] err: Server was invoked with invalid GUID! Unable to establish bridge, exiting...

wild lark
#

@lilac kelp would you be interested in assisting with a generic wrapper that attempts to do a similar thing as your mod here?

it follows xor's steps outlined here on how to for make shader based games work with remix: #1323392798963142788 message

i have the wrapper developed + imgui for it, but having some trouble with detecting matrices accurately and applying them

lilac kelp
#

is this for barnyard?

#

ah nvm you said generic

#

yeah i'm interested

wild lark
#

i'm def in over my head on it. i've fleshed it out as much as i can but i can't seem to make any more progress. and you seem to have a lot more knowledge regarding this (and know how to effectively use LLMs for these tasks. my usual coding tasks are very different)

#

i'll DM you the source code if you want

lilac kelp
#

sure

#

depending on what it is i might also be a little under my head but im always up for a learning opportunity 😇

wild lark
#

i learned a lot from it already 😆

rugged trail
#

👀 🧑‍🍳

winter needle
median juniper
winter needle
#

Idk abt the menu

median juniper
# winter needle Idk abt the menu

we may have to get it to ignore the menu entirely, and have it effect just the blam engine. Someone was working on Custom Editon, maybe we gotta ask them if they think it would be possible to get it running. Custom Edtion "works"

#

If only we could launch directly into reach itself and then use IMGUI for navigation man

#

or could do it with a bat

winter needle
#

Shrug

#

Something to ask abt i suppose

rugged trail
winter needle
#

Blam engine support would be cool but its like 200 billion percent closed source right

rugged trail
#

yeah lol

#

-# not sure how useful it is but in the halo modding discord they're working on a modded customs game browser that has some dx11 hooks

winter needle
#

Huh

rugged trail
#

-# means that there are people that could potentially help

winter needle
#

Smh bring them here then !!!!!

#

Idk

rugged trail
#

probably best to wait until the modded custom games browser is released

winter needle
#

Yeah

median juniper
#

they do need it since I dont belive mods can appear in the custom games browser, or was it just that you cant auto download them?

eternal crest
#

Trying a set of floats from vertex shader inputs till something looks right?

#

Because imma be real with you, i don't think this can be done generically without user involvement, especially for geometry if the verts are passed in compressed to the shader and unpacked there

rugged trail
#

you can find* the projection matrx with the looking straight up and looking straight down method

median juniper
#

ooh just tested a game and with both settings turned on it worked lol

eternal crest
median juniper
eternal crest
#

That's not exactly an automatic generic process without user involvment

rugged trail
#

yeah...
but should only need to find it once

eternal crest
#

In some games, in others you will be bombarded by a ton of stuff you wouldn't be able to navigate through if you didn't know what you were doing already

wild lark
#

it's not going to be automated

#

it just makes it easier

#

someone can take this wrapper, apply it to a game, identify the required matrices using the toolkit, then save them. then the remix project can start

eternal crest
#

How would that process of identifying look like?

wild lark
#

didn't mean to ping you, sorry

rugged trail
#

lol

wild lark
#

the wrapper is definitely capable of working. it worked here in barnyard, albeit with a lot of issues

#

it's changed a lot since this build

#

but it can work

median juniper
wild lark
#

no, this is different

eternal crest
#

The api hooking stuff sure, that's a generalized process

wild lark
#

normally it's just blank if you tried this without the wrapper

eternal crest
median juniper
winter needle
#

Would this be able to seperate view and world matrices (or wtv is nessisary to not have the world move around the camera

wild lark
#

this is part of the matrix lookup stuff

median juniper
wild lark
wild lark
#

that's why i was asking here for help