#Extended Support for Shader-Based Games
2116 messages · Page 3 of 3 (latest)
Ok, so let's backtrack a bit, for that shot with the case of barnyard, was this done by manually finding matrices?
that one was not, no. it was another method. i was in the process of implementing the matrix stuff while testing that. it was just a proof of concept. proved that a generic wrapper could sit between a game and remix and do things like this without breaking remix
since then i've been testing the wrapper in various games to see if my matrix detection code is working properly, and trying to find other ways to make identifying them easier/more robust
but it's over my head, which is why i need help with it
Hm
i was using these two things as guidelines for developing the wrapper
xor's steps as the end goal for what the wrapper does, and the blog's info and steps on detecting and utilizing matrices to achieve it
What’s the end goal for that tho? Having matrices and the game pathtracing is one thing but what’s the use if you can not replace any meshes
textures would still be able to be replaced right?
it's supposed to be able to re-render the game in fixed function afterward for remix to use
For that you also need to find per model transforms and I don’t think that you can reliably find that (generically for all d3d9 titles). You’d also need to have fitting vertex formats to be able to render with FF or you’d have to rewrite all of the buffers somehow. That can be really expensive depending on the implementation
soooo would you recommend we give up 😓
it wasn't intended to be an automated or easy solution, it was just meant to be an easier way to do what you did for those other games
find the required information easier and make it easier to apply it
but if it comes at a massive perf cost it may not be worthwhile anyway
If there would be a tool that you could run that suggest potential matrix locations or function addresses, it would certainly be helpful to speed up r/e. Not having to start at the very beginning will speed up r/e
it does that 🙂
what if we implemented the basic fixed function rendering just to see if the matrix works as expected, but not for normal usage?
Geometry that's handled by shaders could already be interpreted by vertex and pixel shader compat by remix, no? We've seen it somewhat work. Best example being Metal Gear Rising
anything done with vertex shaders won't work with model replacements in remix 🙁
that's my main motivation for doing this
Sorry if this has been already answered somewhere up but, what does this wrapper do besides what CR has done by forcing a fake game-agnostic camera
it's very different. it's a wrapper that goes on top of the game and is loaded before remix. it's supposed to be able to help you find the view and projection matrices to be able to render shader based games fully in fixed function instead of with shaders
it's a form of what xor did with the COD games, just trying to make it more accessible
Ooohh
it'll require manual work but it's easier than starting from scratch on each game
More like a universal camera matrices extraction solution
given this we might refocus it just to be a toolkit for finding matrices easily. but i'd still like to try the full implementation first to see if it's viable
i did experiemnt with vertex formats already and didn't really notice any performance issues
so i'm hopeful
have you found help yet or are you still looking?
found a couple people interested. but it's gonna be a while before anything happens with it
dang
both barnyard and HW Stunt Track Challenge shouldve been fully compatable, but Im guessing both are crappy console ports 😭
barnyard supports fixed function... kiiinda 🤣
apparently they forgot to finish implementing the fixed function support because most terrain simply won't render in that mode
how do i check if something does support fixed function?
Grok is my only teamate on the one game i want to work xD
prooobably use claude instead. but all LLMs suck when it comes to game compatibility stuff, esp with Remix
Lots of elements are missing with the extended shader build. and the captures are borked, hang on let me find the screenshot of how it looked
just test and see really. if you can use it in Remix without the experimental shader settings enabled, it's fixed function
DX9.0b and lower are more likely to be fixed function. but Barnyard is DX8 and has shaders, so it's not a given
it doesnt work without the settings turned on. HOWEVER ther is one render target that does get affected by remix, though it just fills the screen with purple
but there is one that works without the shader compat camera
ah here it is
games rendered using vertex shaders may work but won't be compatible with model replacements or lights in the toolkit
see how everything is skewed in a weird manner? that is also what happens when someone does try to use ninja ripper. Well I know 100% it does it on Velocity X (different Engine) but im sure it does the same on WR and STC
not even lights? 😭 Some parts are pitch black and while I was able to beat it just fine if you dont know the game, you will have some difficult times with rtx enabled
game doesnt really have a ton of those
all of the lighting here is from emissives
I guess I'll have to go through and make emissive maps for everything lol
ya
well I am willing to do it, once the game is stable without the shader option. and the sky working
if i dont mark the sky, it would be a bubble that blocks your view all around your car
what kind of tool is that? Where can I get/compile it?
it isnt out yet. still in the making phase. I'm not well versed in the coding stuff but it is supposed to help identify matrices (i dont know that those are tbh) for you to apply them in remix to potentially fix some troublesome games that should've work if they weren't oddly designed (or a cheap console port). Might have gotten that wrong but that is somewhat the idea i think
Sounds great
it isn't a halo situation where parts of it are fixed function and other parts of it are software, right?
wait parts of Custom Edition are forced to use Software?
No wonder the game is very broken when playing some custom campaigns with rtx
i say campaigns but only tested one
from I'm told and based off I've found poking around, the game uses actual vertex shaders running on the cpu (so software) lol
used for the character models and scenery objects
Bruh
afaik no, nothing that bad
it's just missing fixed function rendering for a lot of the terrain
ahhh
that's good at least
tried lego indiana jones but it just wont start up for whatever reason and blacks out
All lego games dont seem to work well
Just tried Blur. It is just broken same with base rtx-remix
did you enable the fake camera?
Is this it?
nope
Sorry but where do I find it?
goto "Game Setup > Step 2: Parameter Tuning > Shader Support (Experimental) > Fake Camera"
It's all black now.
try fallback light
set it to Always and distant to sphere
this is something
Inject fake camera
I haven't yet but It didn't change anything
try and use the free camera you found before
some epileptic things going on now xd
oh it's because I changed the scene
I think It won't work. At least not on my hands
@lilac kelp how is the shader support remix version able to retrieve mesh attributes and capture mesh normal data, could you explain if this is something you've worked on?
Nope, didn't work on any of that, only change in that runtime is setting fake camera matrices
Who should I ask about this then
Mark if not already maybe?
Oh it's Mark? 👀
No, iirc he mentioned someone on the remix team who works with the shader stuff a lot more. I was suggesting him as a good point of contact
Alright...I'm having some problems with forwarding mesh normals from the game to remix but I guess if this is already there then no need
any updates for the shader runtime or is it still the pinned one? @lilac kelp
still the pinned one
pinned this as a placeholder message
@lilac kelp
hai
looking into it its another telltale engine so it has the same issue that mcsm has
where most textures are loaded via rendertarget or what it is
Any advice on hooking into Telltale games?
There’s one I want to try
dont
not worth it

