#Extended Support for Shader-Based Games
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Right
đ„
But yeah other than that I can agree to anything in terms of not touching things
Now let's give Jesse rtx skin /j
sss
Yeah
Add Jenny
cook Jesse
no
Yes
For sure im giving his suspenders a shine at the belts
Itâs using the old textures so youâd be stuck with a PBR pack on the new textures
Are there any tips for return textures to Mafia 2? The geometry hash looks stable, I'm surprised progress has reached this point
try zooming out the freecam on the z axis
I don't quite understand what you mean, but I tried FOV and Z position, it didn't help, all the other parameters change the picture, but don't help, invert Z gives a black screen with a blue glow
grins
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
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.
Postal 3
you right is postal 2.5: fr fr game
Dude's dream
i wish we had a fix for those white textures......ughhh so many games has this bug
I feel it would be a good contender as IMO you don't need decent frame rates to have a good time, (although its nice) so it can focus 100% on visuals. I played through it my first time on a Macbook Pro averaging 10fps and had a blast.
Are those textures in texture tab?
i played the ipod touch version first đ¶
the white? its happend in many games here if you try to ignore them is ignoring the "real textures" but no the white ones are not in the tab
anyway I hope it can be functional one day
I mean regular game texture getting captured by remix but can't be rendered
yeah
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
sorry, been off of discord for a while. Is there a summary post somewhere? this thread has a lot of activity
#general-remix message
this is what i think is afterall my POV about it
and welcome back Mark good to see you back lot of things happend
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
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?
yup
on first glance it looks good
but when you load the toolkit you see how it kinda fakes the scene
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
Results of this hack for games are being tracked here https://discord.com/channels/1028444667789967381/1423558865123020890
Unfortunately the meshes are warped, that's not the camera
it is kinda exciting still
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
can you give me a couple of examples of games with promise using this technique?
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
Which is certainly not a small benefit
Gta 4 is possible xorxor is doing already compatibility mod
Left 4 dead 1 and 2 works
Matrix The Path of Neo works too
check out the https://discord.com/channels/1028444667789967381/1423558865123020890 channel
yeah, I just don't have time right now to dig through them, I want to post a couple of glamour shots when I start an internal thread about this
a few parts of this game have really good promise, some parts are buggy
this was after few edits Gta 4
CR Build
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
altho without the pbr its kinda ass but i digress it looks good
kinda hard to tell what is remix vs game
So like what you'd get with renderdoc
wdym by this? like its hard to tell what looks like the game and what is raytraced?
just from looking at that screenshot, I have a hard time knowing what is being changed - I don't know what it would look like without Remix, and I don't know which parts are being remixed correctly.
with gta it somehow catched orginal game post processing but all shadows are casted from distant light which is raytraced
Mark, we fixed a lot of things when u were gone.
or do you mean gta
I've never been able to get all the characters moving properly in halo but they now work with the camera hack
toy story 3 looks workable
just in general
i see
hitman blood money looks workable
but yeah mcsm is peak minus a minor major issue of the textures being on a different render target
I sincerely doubt it does even a single ff call, given it's from like 2011 or something
What makes you say that?
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
these might be cases of the vertex shader capture functionality working... I'm not really sure what's going on in them
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
Yeah that's what i gathered
It seems like the vertex shader capture now allows us to see what's being captured that was otherwise blocked with the usual unable to find valid camera that puts a black screen previously
Just removing the stopping blocks from that
So are all of these just flat planes being rendered, or is the geometry actually being seen correctly by remix?
Which was aborting without a cam
in summary, I've added the ability to force the camera to be valid so remix will path trace any vertex shaders regardless of valid camera matrices. The 2nd option goes further and adds a customizable fake camera to align remix's output to whatever is showing in-game
geometry is distorted but while in game it seems correct
Projective perspective of perspective projection moment up there ^
so this all relies on remix's ability to capture vertex shaders which seems to work fine even in sm3 (for the most part)
Really squashed but not entirely flat like you'd see games do
by distorted do you mean fully flattened, or just perspective projected into a frustrum?
the latter
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?
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
wow i didn't think of that
streched models for example
not sure about the second question, haven't checked
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
If the triangles can be sent into Remix with UV coords and a stable hash, then you can feasibly do a material replacement.
Unfortunately a lot of shaders use multiple sets of UV coords, and accurately hashing them may be a lot more difficult
i think we've had some success with material replacements already, depends on the game
^
@fiery jacinth you did some for mcstm?
i did material replacement
and it was looking like i placed wrongly done normal map on them
Is there a way for us to locate the projection matrix via shaders? I've done it in dx11 games via cbuffers but apparently that doesn't apply to dx9.
reflection wasnt making any sense at all
I was also able to replace nearly the entire level loading screen here
Oh it's a telltale game, which means their other games work too
the only thing i couldnt change was the endermen themselves, for wtv reason when i tried everything would start glowing read
red
You mean the names commongly left over in dxbc?
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 đ
And then a null pointer hits on a level reload
đ
I think that would probably be ideal yeah
the major issue with my game is that the textures sometimes load on a seperate rendertarget i think
If you can get a stable hash that identifies each shader, then you should be able to give an index in the constants buffer for that shader which has the camera matrix. They probably use a pretty standard vertex shader for all 90% of the draw calls, which should make it easy to extract a camera matrix from that with a bit of tuning
there will be any updates of this? i would like to test it further
ah so that does apply to dx9. I've done that before
likely
yep. Extracting a projection matrix from the vertex shaders is simple in theory, though you may have issues with pre-combined matrices (where each draw calls matrix is the meshToWorld * WorldToProject)
You could always just look at the passed in data and recognize what makes sense for a mat yourself even without having explicit names given to you, in any case
but a lot of the draw calls (particularly for level geometry) may just have an identity matrix for the world transform
that's the exact issue I ran into when working on dying light (not remix related)
Like from a capture in rederdoc
Which isn't available for dx9, so you're stuck with ancient pix
or dxvk it and renderdoc that
i think wolfenstein 2009 has combined view and projection matricies
what about using renderdoc with normal dxvk?
oops you beat me
I believe it's possible to separate the projection part of the matrix, so even if you don't know the original origin, you can still put everything back into a reasonable camera aligned world space
Yeah i did that with a couple games simply because i despise pix
And it loves to break
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)
that's interesting
Iirc watbulb had a lot of "fun" with this getting tomb raider legend to work
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.
you think that the camera matrices would be the same between a game's fixed function renderer and it's normal shader renderer?
This isn't really that stable tho fyi
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?
idk how many games it would apply to but remix picks up the camera just fine in halo's fixed function mode but halo using shaders and using cr's hack is more stable lol
This also is a problem on regular remix. They just donât have a material attached because it was a shader material
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:
- refactor remix to run arbitrary shader code on every ray hit
- 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.
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
It's not my testing, i don't have a rat racing card, just passing along a friend's vid
I assumed the video is from you mb
No problem, you wouldn't know without me telling you
Really wanted to see Battlefield 3 with remix lol. But that game requires DirectX 10 Minimum đ
Only way I think mark can work with it is have cr dm how he did it via source
Someone test black ops 1?
yes xoxor4d a long time ago he made black op compatibility mod https://github.com/xoxor4d/t5-rtx
I tried to ask gpt-5 to make a compatibility mod for mafia 2 like I did here #general-remix message , but he couldn't because the game is 32 bit, and the remix is 64 bit, I think it's worth trying on a 64 bit game with similar white textures
From my limited experience this sounds very possible because of the bridge. Weâve had 32 bit games get fixed
Could you outline some of the major issues?
Chapgpt can't even make a language extension for vs code that actually functions and has proper auto completion
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
no texture seems to be a common trope among these shader games
family guy back to the multiverse barely works
uv's are fucked
maily
mainly'
Are they tied to the camera?
yes
Ah ok. I'm hoping to make some improvements to the runtime to fix that đ€
thats how it normally looks even without this version of remix
or the uv camera
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.
milk
fistful of frags my beloved
this is source so you could just use the same tricks used for other games for fixed function 
the command lines?
or wym
im not too knowledgeable on source
binary patches + command lines.
https://github.com/BlueAmulet/SourceRTXTweaks
(this was for tf2rtx but it applies to most SDK 2013 games)
https://raw.githubusercontent.com/sambow23/TF2RTX-Stuff/main/tf2_port/remix.bat
yeah i tasted the game in 2023 in the start and it worked amazing
copy it from the mod folder, should be in <gameroot>/<modname>/bin
its not in there
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.
not at the moment, but i do intend to add support for doing that
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?
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
guh i have never seen a sdk folder in a source game
theres no client in there
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
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
i did
and it has d3d9.shaderModel = 0?
yep
holy shit
halo 2 or 3?
@dawn aurora I hate to be a pest but pls đ
legit think this game just needs the properly camera matrices and the culling removed
-# probably way easier said than done though
I can collect camera matrices and utilise them partially. but now I just got to use them to fix other issues
Since ChatGPT is way better at explaining it, and did all the work "Hooking SetVertexShaderConstantF / SetPixelShaderConstantF (optionâŻ3) does not depend on guessesâthe driver is literally handed the constant data. We can snapshot the 4Ă4 blocks as they are uploaded each frame and look for ones that match the view/projection matrices we already derive from the fixedâfunction state. No motion is required to capture the values, but youâll 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 weâve 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 fixedâfunction view/projection matrices. Once a stable match is found youâll see a oneâtime log like
[RTX-Compatibility] Matched shader constant camera matrices: View=cXX, Projection=cYYâŠ
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
when can I test?
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.
bruh
(referring to the two subscriptions not the next few days part)
I can't wait around. I cant sleep cause I'm just thinking about this lol. It was a great investment
@lucid hollow In theory could I just point remix to these instructions?
99% sure this is the game's projection matrix
I can add options to override it but I am fairly sure the detection I've implemented will be accurate
nice
This is almost as good as finding a cure for cancer
What's going on?
I have been also using chatgpt and cheatengine to help with hitman blood money camera matrix.. so this caught my eye
Are you referring to a specific game or to a feature for remix build?
This sounds like a more universal and generalized approach and might not be game specific
Correct its not game specific. I intend to test many games with different engines and fix any issues
futurama is such a good show
Eh? "look for ones that match the view/projection matrices we already derive from the fixedâfunction 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
he means finding projection matrices similar to fixed function, not literally
he, the almighty
The almighty clanker
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)
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
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?
Shaders are programs, they do things with whatever's given to them, which can be camera matrices like xor said
I believe that it captures the correct matrices but I am confused to why my textures still swim based on camera location. I'm going to do more debugging tomorrow
This is very Interesting. Still if there's your usual pretransformed vertices then you probably can't do much with the actual game geometry
Interesting idea from Frisser as well. Hope there's more to it and not the AI hallucinating weird results
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..
Has anyone tested crystal tools games with these hacks? Like Final fantasy xiii series and final fantasy xiv 1.0
@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
maybe sometime this weekend
sweet
take your time
i would like to see as well
imagine someone makes a fork of this only to work on unity games
imagine someone makes a fork of this that works with all games and makes all games actually work like you would want them to
Imagine someone
imagine
Simples
imagine if someone forked it and rewrote it in holyc and made it compatible on templeos
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
i still need halo reach rtx
dx9 and vulkan support when?
when you decide to learn the remix api :P
On a bit of a weird note
this version changes absolutely nothing in ghostbusters the video game 2009
never will !!!!
you are cursed with forever broken
truly
iirc tho if the camera already injects it wont work
so because your game raytraces already there isnt a way to impliment a fake cam
too many rendertargets
wtf
so i cant say fsa
im making a gbtvg proton pack irl
on this note does the game naturally render or did you do anything to make it inject
naturally
its using shader mode though to render
a dxvk?
the one included in remix
jess can i dm you
yes
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.
â€ïž I give my luck
i think you forgot the "a" in ai
I think you forgot your manners. Iâve been working for an entire week, 5 hours each day. These last 2 days Iâve been working on it from 2pm to 7 in the morning because I purchased the higher tier for ÂŁ90. Iâve been very open about using AI but itâs not stress free.
You still are forgetting the "a"
Absolute prodigy of communication right here
I don't understand what your point is
Frisser tried to help
Shit happens you know đ€·ââïž
you are being extremely rude
he's just a dumbass
he's been timed out for 1 day
@fiery jacinth your next violation of the rules will result in being kicked or banned
finally
no more spam in remix projects
very helpful
"game not working"
thread
đ

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
Thank you Kim â€ïž
if i may ask what alltogether where you tryna accomplish
Yup it made me go round in circles. My last AI project took a year because once in a while it accidentally does something correct and then I have to try to remember what worked and why so I donât get lost forever. Also I implemented debugging at every step to greatly limit the inaccurate answers it would give. I only trusted the debugging and results I saw dw đ
Sorry for ping
I was trying to run the game off camera, take the output through buffers (including capturing the textures), reconstruct it but with path tracing and any custom geometry etc
So allowing many more shaders to work (in theory but the entire thing might be a dead end Iâm not smart enough to know)
You forgot your period at the end of your sentence. đ«ą
okay grammar police
I highly recommend you learn to use git (if you don't already know) and leverage it heavily. Any time you have a result that does something good, stage it, stash it, or commit it. That way you can revert it when the AI goes on a long tangent that seems promising but ultimately breaks more than it fixes
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.
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
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
I've gotten some absolute banger blender scripts out of aistudio
ah yes, blender scripts using Claude also works great (most of the time)
my octahedron to opengl and back nodes were partly made using claude
easily placed 4560 lights
oooh i just found this
Yes thatâs 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 itâs working when you ask but itâs actually not even showing itâs running cause it broke.
lmfao
Thank you! I am curious what you thought of my approach to shaders and if you think it might be feasible in the future?
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.
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 đ€ Or a better solution
It would be cool if you could use neural texture compression to compress the render to target texture after capturing the shader output pixels. This would be placed in a cache that could be shared. Do you think that might work when ntc is ready?
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
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 wouldnât be training them themselves
Idk
I personally suspect that we'll have to go with some form of hashing to identify each shader, and then letting users write custom material_interaction handlers that take the shader args as input and output the PBR properties. it'd be a lot more work per game though, and just a lot of work in general to set such a thing up in a general way
In general, texture compression on the GPU is used for static texture assets, not for runtime textures that change every frame.
Interesting. Do you think itâs possible to capture the textures if itâs static but has a shader? For example the uvs in my game are view dependent and have a render target on each texture, I canât 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?
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?
idk đ Its so unfortunate because everything else works pretty well. I'm hoping to reverse engineer it now
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.
has anyone tried payday 2?
#1423046815112101938 message
i think your memory is shot
unless you just added that reaction lmao
i loved that game
unfortunetally my memory is so much more than shot yes
sorry
lol
no its ok lmao
also flipped out
Would work on the rest of games with flip issue?
what unity version
yee
no idea
i tried with similar config before but didnt got result
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
yes but theres no alt+x menu for me
it wont hook
maybe launch it with remix launcher
what you mean NvRemixLauncher32.exe
â„ïž
well i didnt do it with the steam store version....if you know what i mean....i cant say it here
oh
stoppedbysupes yeah.....
how did you do it with the other version
dont remember tbh let me download it and try again
oh moderators!!!
you used the gog version đź
true fr fr
trying to see how far i can get with The Forest
first thing is camera matrices, then unfucking the rendering issues
lol the psp cs game?
Maybe this will fix bendy !!! (lost cause)
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
â„ïž
bruh
i think this is trivial to fix but it will take a while for me to figure it out
sponza where?
nuh bro u never launch međđđ
If only CR could implement a way through the runtime or through an external file to feed remix the view and projection matrices.
nah fr i was thinking about doing this
?
i need to see a remaster of slime rancher
It depends, there's some cases where I can't for the life of me get it to flip properly and in some games its okay. I wonder if there's a way we can blanket-disable rendertextures
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
ill look into it, the forest uses a lot of RT's for some reason and it might be why there is some flickering
so does mcsm so im curious to see if itll help that case too
imagine if it helps
fr
asset ripper gifted power
random unity shit pure effort
joke originally made by me
đ
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.
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
orcs must die 2 seems like game that could be easily ported to rtx remix
There exists a Reshade addon (ReshadeEffectShaderToggler) which filters Pixel and Vertex Shaders after grabbing them
Might be a nice starting point for this
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
using a controller kinda helps.
yeah thats what i did before
is psychonauts 1 d3d9c?

might test it tho i only have the xbox version
do you think xbox will kill me if i do

somewhat unstable
yay
how did you hook
its 32bit
oh so i need a old version
grins
Technically star wars galactic dance off is dx9c
Im surprised no one tested this yet
https://www.pcgamingwiki.com/wiki/Star_Wars:_The_Force_Unleashed
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 âI 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)â
Okay, that last part is just not true. The PC port was of the "next-gen" (Xbox 360/PS3) version, not the "last-gen" (PSP/PS2/Wii) version.
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
Thanks Google for putting me into a coma
it does for characters
iirc 2kliksphillip covered this game recently and went over all of the tech
Star Wars: Force Unleashed combines Havok physics with Digital Molecular Matter material properties, and Euphoria animations. The result is that this 2008 game is still MILES ahead of most games released in 2025. Valve pls fix
A video demonstrating some of the reactions and physics of the Stormtroopers in the new Star Wars game, The Force Unleashed.
This was peak physics integration
I remember watching some of those dev videos showing off the tech way back when the game was still in development and thinking "this is the future of gaming right here! Look how awesome this is and it's only going to get even better!"
I was so young then. So naĂŻve. 
đźâđšđ
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
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.
Vertex morphing will likely stretch the material because of the associated models UV scale, it'd be interesting to see the PBR break though
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
no, there isnt a PR for it
k
I bet it would be difficult considering I couldn't get it merged into CE
I was able to cherry pick the camera stuff into my fork for halo
found a lil dude js chilling here
bro waiting for his moment
to appear for 1 nanosecond
true
still waiting on mcsm compatibility 
same
Mcsm and Minecraft arent the same engine
poo
if java would allow gldirect
it would be neat
i was able to hook ppsspp however i cant get inside rtx menu no matter what
Try BlueStacks
not worth
Ah
it will just emulate a android emulator that will emulate psp games
64 bit is possible
its still d3d12 focused
dx10 rumor?
When news started spreading after 9
dx10 is a real thing lol
I just skip to 11 I don't think 10 was a big deal lol
are u sure
yes
it wasn't super common but dx10 is 100% a thing
Lost Planet: Extreme Condition uses it
Ok dx10 introduced shader model 4
So does atlas but here we are
from my understanding it's much closer to dx11 than dx9 though
No wrappers but I wonder if remix could be engineered to use it
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
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.
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
that's an interesting take...
I tried with oblivion and man it's a mess
the whole idea of remix is kinda experimental so removing something that doesn't work perfectly would be odd
I mean, I wouldn't go that far necessarily. Supporting 9c is still helpful because there are a few early 9c games that had decent fixed function fallbacks that allow them to be fairly workable.
I can see that as I remember the doom 3 project
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.
Is it possible to upgrade 9c shaders ?
I think the highest shader model version 9c supports is 3.0, but if you want the best Remix compatibility than you are actually better off stripping shaders from games if possible.
What if games didn't have shaders
Those are actually the kinds of games Remix was made for.
Either no shaders or at the very least games that have support for fixed function fallbacks.
So can I remove shaders from a complex game like fear?
Then what would have been rendered with the shaders originally would not be rendered at all anymore
Just the camera?
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.
I guess shader code edits to fake stuff
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?
sry missed this @, it depends on how you want to send them, via modified runtime or via FF. Though xoxor4d would be the subject matter expert for this
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
Enrique adrian đ
Enrique Adrian my beloved
đ
i swear i will get to it eventually đ
i wasnt being genuine abt that btw blej
yuh but there is more to be done with shader games
I think we really need a compatibility mod template so the community isn't so reliant on the more technical community members

most of us wont have the comprehension skills for it anyways
you'd be shocked how much people can accomplish with well commented code lol
HDR first 
but not fake camera?
i think xoxor4d said that's vertex compression iirc?
not fixable unless you did some RE work on the engine
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!
in 2016L its the same as 2017 really
i screenshot it crashes
also when i zoom the player isnt rtx remixed
yeah
the steam copy of psychonauts seems to function better than the xbox gamepass copy
minus the sky
does anyone tried dead space?
depressing
it seems you have to do the pull request for it to merge to main @lilac kelp because no'one else can
this is most likely not going to be a PR until i add a viable method of passing camera matrices
signature scanner in rtx remix when?
personally id wait to pr till normals are proper, thats just me tho
Wait @lilac kelp why doesn't sfm work? Is it a dx9c title?
ye
do renders actually work with the pathracing?
idk i just downloaded it to try as well đ€
If it works say nothing I wanna witness this myself
-# "Just dont open discord" 
Ain't no way đ
the viewports sometimes goes rasterized
its a tad buggy but there is def potential here
Im a genius!
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
Is it available?
Its a public sfm file
I think its built in as a demo for it
ooooh
im still tweaking stuff to make the engine play nice
this is the only way i can get stuff to play đ
but meet the heavy rtx everyone
playback kills pef
idk why
Is this fixable sir/madam cr 
i got no idea but one way to find out đ€
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?
yeah
what should i try and do
idk, see if you can get the viewport to be path traced for more than 5 seconds
aye aye
maybe its a rendertarget issue?
i got no idea, this is a very weird source game
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
yay
what?
odddd
yeah me no understand
i wonder how the viewport is rendered, because remix is definitely not seeing it
maybe it is a render target...
gulp..........
i genuinely hope this can be fixed and funcitonal
imagine the possibilities
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
what worked
viewport tried to path trace after enabling all of the render passes as render targets in remix
ah
im def onto something
i am the henchman that picks up what your graphics card manually puts down

what the
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
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
passing real camera matrices would help SFM a lot, but rendering, lights, etc would be a whole different adventure
aside from capturing shaders
i got gm flatgrass to work
i cant get the alt x menu to open
ill work it mroe tmrw
alt x only works in the ingame view
the viewport is just a RT so remix isnt actually running there if that makes sense
Oh so I need to be in game to mess with settings
Got it
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
Again this has huge potential
we definitely need xoxor4d for this one đïž
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
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.
why do the 2 latter meet the teams run a lot better guh
https://cdn.discordapp.com/attachments/1444198522155962398/1444203274101194924/2025-11-28_23-45-37.mp4?ex=692bda9c&is=692a891c&hm=fe6b699ee249e6b384f493161e05ef68e0272246cbed91c59379cca456156adc&
like the fps is shit but at least its in sync
slightly newer rtx.conf
I really donât see anyone actually using sfm with remix tbh
I wonder why
Other software already have better renderers built into them.
remixing videosđ„
this is still really cool; people might do this anyway
I could see quite a bit but i guess thats just me
why does the new update not hook to shader supported games anymore
its like 3
options now*
why gta 5 don't work
too new
Nothing is too new if we work hard enough.
probably wont happen
It probably won't happen with that mindset.
not with that additude
js ask cr (ik it most likely wont happen im just giving my best hope to cr
https://youtu.be/cGemwDaENh4?si=vI6nByuUOuitWlf8
Nvidia Flex with remix wen
Back in 2013, Nvidia's Flex promised real-time physics simulations. Now in 2025, games are yet to catch up. Download the tech demos here: https://github.com/NVIDIAGameWorks/FleX
The Siggraph 2025 video: https://youtu.be/xxyniqSLJik
Oh wait this came out with dx11 or dx12. Not even dx9c
First time seeing OGL though
Time for TitaniumGL to shine

But what happens when you try to export a full render?
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
There's a SFM version built on Portal 2's engine referred to as IFM. You absolutely should not use it compared to base SFM but it would be cool if that works with Remix because of the existing P2RTX work
it probably won't run unless you adapt all of the offsets for that engine version
does anyone own a hat in time? might be a good try
i tried it iirc
i could not for the life of me get input working to turn on the fake camera
Guys, 32bit PhysX is back on RTX 5000 series
Time to enable it in UE3 games with CRâs runtime

Source?
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
No, but the PhsyX in those games will be GPU accelerated again instead of CPU
I can read, yes
they didn't need to bring back support so I'm happy
That reminds me I never tried Cryostasis with RTX Remix đ
Medal of Honor airborne!?đ„ș
no graw 1 and 2
Extra shader support doesnt even show up for Resident Evil 4 (2005)
youre probably not using build that is pinned
Im using the newest gmod build. Is that night the right one?
++++
it didnt
this prolly shares the same issues with other dx9c games
lego ones specifically
nvm it loads without fake cam
How does it look? All lego gamea have jacked up textures if they even boot with remix
Bro what. How is only one game from the same engine as the others actually works with remix?
I mean atleast it is LSWCS
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.
Though the dream of Batman is dead unless someone picks it up đ
Are you going to be fully working on it?
If so, there is already a thread setup if you want to https://discord.com/channels/1028444667789967381/1253016630922055862
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
With fully replacements itâs possible to work around all of those I think
Wow that would be complex
yeahhhh
If itâs the same engine as lb, I got pretty far in that and when I tested lsw it seemed extremely similar. What things are culling?
mostly the cantina area roof, level geo
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
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.
if i added them as normal textures in the runtime would that fix the jagged edges? and if so could you send them over?
It does not fix the jagged edges, although it does make a visual difference.
Wow that does look good
If not a little weird in some parts
Altho i think thats js the lighting
Possibly. Roughness maps would help as well, but it's something at least.
Indeed
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
Splinter cell conviction
is that
one specific guy files in that game?
Sam fisher?
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?
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...
@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
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
sure
depending on what it is i might also be a little under my head but im always up for a learning opportunity đ
i learned a lot from it already đ
đ đ§âđł
Make it work with halo reach and my life is yours!!!! /jilly
if only but mcc is already very shakey with its UE4 menu, I don't know how it would be done since wouldnt we have to get it work for all games and ue4?
I mean the shaders are open for halo reach in the mcc
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
you can launch the games via the dlls supposedly
Blam engine support would be cool but its like 200 billion percent closed source right
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
Huh
-# means that there are people that could potentially help
probably best to wait until the modded custom games browser is released
Yeah
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?
What's your strategy for finding matrices? And then identifying what kind of mats they are?
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
you can find* the projection matrx with the looking straight up and looking straight down method
ooh just tested a game and with both settings turned on it worked lol
You mean hooking up cheat engine and manually finding stuff?
performance is stupid good
That's not exactly an automatic generic process without user involvment
yeah...
but should only need to find it once
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
it requires user involvement
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
How would that process of identifying look like?
right now it integrates this method and options to manually refine it. if you identify the address that the matrix is at in a separate tool, you can also just paste in the address and the tool will locate it
didn't mean to ping you, sorry
lol
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
wait are trying to get CR's shader options added into a dll?
no, this is different
The api hooking stuff sure, that's a generalized process
that's not what this was. this scene was fully rendered using fixed function. shader handling was disabled in remix, yet geometry was rendering
normally it's just blank if you tried this without the wrapper
This suggests it's looking at shader inputs
it looks like something that would also fix Hot Wheels Stunt Track Challenge so I wish you all the best with it
Would this be able to seperate view and world matrices (or wtv is nessisary to not have the world move around the camera
as i said it changed a lot since then
this is part of the matrix lookup stuff
Does it work on more than barnyard right now? I'd hella want to test it on something
if you want to help, i'd welcome it. if you had useful information that could help us, it'd be appreciated. i don't want to argue about it though
it doesn't work much at all right now. it needs a lot of work before anyone can really use it
that's why i was asking here for help
