#(WIP) UnityRTX
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What stuff do you plan on doing for unity
fixing missing geometry in most of the games tested so far is the top priority
Do you think it could get to a point of workable replacements
replacements already work for what currently renders
smiles sneatly
some really good stuff here
#1446017925545857145 message
wish i could still test i gotta wait like 16 hrs to get my pc back
thats missing geometry
damn i got the new postal game brain damage but its not mono its the newer one
@onyx apex I'm trying to download but for some reason its saying its gonna take 2 hours. I have great internet. what could be causing that?
github CDN being crap
it happens to me too
try downloading on mobile data, that worked for me
@onyx apex question, it says copy unityremix.dll to bepinex/plugins. That file is already in that folder. Is that a typo?
no, that is if you're manually compiling the plugin, the first part of the instructions say to just extract the contents of the archive to your game
Oh shit. I missed that lol my bad
@onyx apex does it need to be the files in a folder within the game folder? Or just all the files in the game folder?
Also, do i need to have the remix files in there too like the trex folder and stuff?
Also this download doesnt contain the config file in the bepinex folder. It just has core and plugins
the config is auto generated when you run the game
yes you need to extract it to the game root
Gotcha. I cant get it to work on the game im trying. But ill try some other games.
@onyx apex and this doesnt work for il2cpp correct?
no
monobleeding edge right as now
old mono and that wont work unless he decides to do it
but expect some bugs
melonloader il2cpp when
How doable is it to make something like this but for unreal?
Lmao
did you lose access to your old account?
No, long story
Blah blah blah for my own mentality as a whole I switched accounts n such, leaving out toxic ppl
N such
King shi
so like is the ultrakill railguns emissives controlled via the ui? or
cuz i cant find it in the decomp textures
nvm i got it
this is odd
looks bright
yeah my emissive mask wrapped wrong
time to start working on this again
i think geo support is next
๐ฎ ๐ฑ 2๏ธโฃ ๐จ ๐ต ๐ ฟ๏ธ
maybe improving base functionality first is more important than expanding compatibility and probably makes more sense 
offtopic but
A generalized Mod Loader for GDScript-based Godot games.
and we also have
If this guy speaks again I'm gonna lose it
geo is the priority, there are more uncertainties trying to get the mod running on other bases
๐ฅ
jessica istg if i hear "ilcpp melonloader" i may throw you into into a pit
yes
vr has come full circle and we're just making the wii again
Quoting gfodor.id (@gfodor)
๏ธ
Today I'm releasing PortalVR 2.0, which lets you play the entire SteamVR ecosystem without wearing a headset. You plug in your Quest, put it on your desk, and play on your monitor.
๏ธ๏ธ
๏ธ๏ธIt supports 3D glasses and even 3D monitors! ๐
๏ธ๏ธ
๏ธ๏ธGet it now: portalvr.io
๏ธ๏ธ
๏ธ๏ธThread ๐งต
Go
i was going to make a joke about "oh support for [first unity version] but i got distracted by unity apparently originally being a macos game engine
this explains
gasp*
2.0.0 had support for windows
time to start making a test game with gpu instancing enabled so i can use the unity profiler :3
Oooooh
Sob
ah that was material instancing i think, i think Graphics.DrawMeshInstanced() is what i need to use
fingers crossed
YAY
time to get this shit working 
Helllll yeah

ty harmony patches
time see how ultrakill 2025 responds to this ๐๏ธ
bruh
guess im still missing something
oh thats why
this is unity 2022 tho so its probably a bit different, my test project was unity 2019
so ultrakill isnt using gpu instancing but static batching which will require a lot more work
Whats the difference
both are the same except static batching bakes mesh transforms it into the unity scene so i currently dont have a way to get unique transforms at all
ultrakill technically renders everything but just the 1st instance of each object, hence why most of the map is missing
looks like the instancing stuff worked for risk of rain 2
was going to send a vid with that message but in classic amd fashion i had a unrecoverable driver crash yippee
if anything, more renders in remix than the normal game except one of the shop thingys
not sure why vegetation was missing in the unity view
So is there no way to make unity meshes seperate the instances?
i tried with harmony patches but it cant catch them early enough
Harmony pacthes?
ye think of it as a engine patch to change its behavior
im trying to make it skip the static batching and submit each mesh transform to the CPU
i think its just a lot deeper than what i can get access to, but i have no idea if what ultrakill is doing is a normal unity feature
time to see if atlyss improves
ik a lot of stuff was missing
Yeah mostly the props
Also sorta side thing but do you think you'll be able to use your project to see how skies are rendered
yeah that and directional lights were next on my to-do list
im gonna install the 2022 editor rq and re-create my 2019 test scene and see if that engine version does something fundamentally different
Did he do it?
Not yet
2019+ uses monobleedingedge
if a game is using standard mono then i have no idea how, its not the default
unfortunately it still works in 2022 so i have no clue what atlyss and UK are doing ๐ฅ
time to decompile atlyss
looks like UK and atlyss use SRP, the newer rendering backend in 2022, at least from what i can tell in ilspy
im gonna keep poking around and see if i can find anything promising
looks like DrawMeshInstancedIndirect is the culprit? most of the render calls go through this and it's entirely GPU-based
i would have to intercept these calls and try to read them back into a way that can be sent to remix
even if i get that working i think it would kill performance lmao
Just recompile the game without DrawMeshInstanceIndirect ๐ค
I mean
What if instead of making it translate to remix, what if you make it to where it does run on a seperate instance that remix could pick up, or is thay basically the same thing
the issue is that the plugin itself is only sending what it can see, so its not a remix issue
i think for ultrakill's static batching, since we do get all of the required meshes for rendering, we could get the plugin to do the instancing provided i can actually get a list of what's supposed to be where
thats my naive way of thinking at least
I don't see why that couldn't work
cybergrind has geo now
maybe other levels too
i found where unity stores unique meshes before it combines and discards them
issue is that it also brings back a lot of other meshes that are supposed to be hidden but ill see if i can get that sorted
ok yeah level geo still getting combined and discarded
yeah question mark because i still need to find a way to make it preserve discarded meshes
You got this
im calling it a night for now, learned a lot but still got a ways to go
merry christmas
Merry Christmas
merry christmas
Did anyone tested V Rising? It is on unity
seems researching it might work
but there's still geometry issues
and stuff
hopefully soon
Unity rtx when
hons
melonloader il2cpp vr stress level zero marrow support when
Whatโs stopping this mod from not working in boneworks again?
primarily i think it's because boneworks/lab uses il2cpp
modding is also generally done using melonloader and i wouldn't trust the bepinex plugin to work well
** ** also i'd be surprised if remix was capable of rendering for vr in the first place
And people said the earth was flat because they refused to discover
Only unity games I can think of is the vertigo game series
Took me way to long to remember their names
@onyx apex do you think that modifications you did with the geometry fixed white knuckle at all?
^ this stuff

@round berry the goated vr game uses mono
also i will ask @onyx apex pls take it slow cause ur working on this and gmod rtx and the perf fork which is def like a lot
sadly doesn't work ๐
I wonder what makes some mono games work and others not work
Ive hear of that
@onyx apex any idea of why this happens? If also had a few games that, on paper, should work with this. But they end up not evem registering the plugin at all.
if the game doesn't have a monobleedingedge folder in its root directory, it's most likely using il2cpp which the wrapper doesn't currently support
or its a 2018 - 3x game
We get half life 3 before il2cpp support lol jk
yeah.. considering geometry is a first...
idk i think il2cpp might be easier at this rate lol
the ultrakill stuff from the other week about put me in my grave, i should change my priorities for the time being
i would like to make some progress into getting another release out
but i also want to avoid burnout
yeah
fair i gues
altho i would assume mono would be easier to go for since its close (?) to bleedingedge
idk
i need to find a game i own that uses a different mono, the one's I've tested so far (even my custom game) use monobleedingedge
i know i own a few il2cpp games so i think those would be easier to get into
Sounds like a plan to me 
all you need to do is find unity 2017 or old 2018 games
Some old unity games from itch io have some mono games
distance is Unity 2017, and it works via Extended shader build (also has a dx9 mode)
though it is very unstable in the graphics departement
I know, I know. But have you tried to use ai to get an idea on how to implement support for the other unity stuff cr?
I discovered a Steam Deck was capable of Pathtracing
And they all called me insane
Barley
30fps is fine with me
While looking like that
Like what?
Nvm idk what that bro did cause this looks a lot better https://youtu.be/aKZeGhgg3lY?si=MvKjmZVcpaZnSLj1
The new FSR 3.1 update for our two Portal RTX Mods is now available for download! You can get it from here currently:
Nexus SD: https://www.nexusmods.com/portal/mods/37
Gamebanana SD: https://gamebanana.com/mods/506875
Nexus AMD: https://www.nexusmods.com/portal/mods/39
Gamebanana AMD: https://gamebanana.com/mods/512627
You can join our Discor...
Not even my video that one, lol and it was the first ever version
That was recorded on a RX 7600
But the last version of the Steam Deck mod did get a resolution bump and FSR 3.1 Upscaling which looked much better over TAA-U
Heart broken
I wanna ask what projects/stuff do u currently have planned in the future for rtx remix?
AMD Anti-Lag
Attempting to get MCPG fully working
Portal 2 with RTX
continued Steam Publishing Initiative support
that's about it right now, AMD mod won't see many updates other than XeSS and Steam Deck mod was completely broken by Remix so I'm discouraged from even working on more Steam Deck/handheld stuff
I do want to look into more technologies but I won't do that till I at least get Anti-Lag merged, it just needs some polish like a GUI in the non dev menu
What broke in the steam deck mod btw?
I just hope someone makes additions/improvements to remix to give it the capability of similar performance to quake 2 rtx even if it looks worse than normal remix when using those new settings
CPU started clocking higher and using more TDP which starved the GPU
and for awhile the bridge was broken too, crashing so I couldn't work on things like Half-Life 2 RTX
I'd have to check if that's still happening
the best thing could be a modified 0.5.1 runtime but for Portal 2 RTX that won't work and I want to get that Steam Deck verified
which, Mesa drivers are also having problems in (Graphical glitches)
Though we have a RADV coder working with us
Honestly, we're lucky to have contact with RADV and AMD because if we run into any driver problems, we can report it to them directly
Ya I think for that to get steam deck verified it needs to be on like the same performance/visuals of quake 2 rtx on steam deck u feel me?
well Valve has very low requirements (no performance requirements) but I want it to at least be a solid 30fps most of the game
I still hope quake 2 rtx is a baseline for performance/visuals
It does look a lot better on steam deck compared to portal rtx
With stuff like mcpg, messing with background settings and other optimizations from future remix updates I hope it leads to that 30 fps with acceptable visuals
Iโm very excited to see what u do to try get it working on steam deck
Like this
Let me try those
I didnโt see the triangle culling and merge all meshes
il2cpp time 
Let's friggen go right now 
Yay
Uhhh
What games even use iclpp again that are popular
Might I ask
All my games use mono or bleeding esge
disco elysium is one of the ones i want to try
also No, I'm not a Human
and a few others like the bonelab/boneworks games
oops i missed this
i should check
:p
1st part done, migrate to bepinex 6.x so we get il2cpp support, thank goodness there was no breaking changes compared to 5X
time to test white knucle rq but then ill move onto actually trying to get the harmony patches and hooks to work on il2cpp methods
(will probably be pain)
still nothing
All the stuff I wanted to try is il2cpp rofl
All Katamaris, Megabonk
Outer Wilds (although I'm not hopeful on remixing this one because the geo is probably hella complicated)
I have hopes for Katamari cause it's simple
Does Buckshot roulette work? 
its kinda random, if the game is poor with optimization (doesnt do any mesh batching or instancing, it will probably work well lol)
Oh wait, itโs Vulkan
Fuck
peak is like that and its a unity 6 game 
API doesnt matter
the wrapper purely communicates over the remix api, so there is no d3d9 involved at all
well other than making the actual window but that still doesnt really count
I restate my previous statement
Does buckshot roulette work?

i own it but lemme see what runtime it uses
doesnt appear to be unity?
file structure is nothing like a unity game
lmao its godot
i mean godot would probably work provided you made a fork that works with remix by using the API or modifying remix itself
(unity wrapper uses the remix API but its modified)
It is all Open sourced
ye
NOOOOOO
yeah uhh this is gonna be a lot of work for il2cpp...
its nowhere as easy as mono (c#)
old mono game support ๐ช
I mean if anything bendy is a mono game so,,,,,
Grabby does NOT need remix imo ive said tbis b4
grabby ๐ญ
Fuck my speech to text
Bejiu mike would say otherwise lol

(to run into a unfixable issue
)
i wanna say there is a 70/30 chance il2cpp will not work because its all custom cpp code which means it would at least have to be per-game
but im hoping there is something common to hook onto
i genuinely have no idea because this is very much uncharted territory for me
well bepinx does have a wiki
ye
interesting stuff

wow i have wasted about an hour of my life
no im not a human just crashes if bepinex is installed, even without my plugin
ffs
its unity 6 which is a little new
ill try something older
ill pick it up, only $8
โค๏ธ
yeah 2022 seems to be safe
old school rally (a game i already had installed) seems to not crash
still gotta fix up the plugin but at least i have a lead
btw take as much time as you need for v0.2
dont have update hooks yet BUT WE HAVE A WINDOW LETS GOOO
Hrll yeah
camera data working, still no geo yet. I will probably have to decompile this game and find the method it uses

ty person who made this
was able to dump most of the game code with it

Something!
oh apparently golf with your friends is also il2cpp
time to see if other games run (i highly doubt it)
injects, plugin loads with no errors, doesnt ever hit any hooks
rip
ANNO seems to work
common theme is that the camera is static so some update hooks still arent firing but wow i didnt think i'd get this far in one night
holy shit umasume is il2cpp ๐๏ธ
horse girl game rtx
ok nvm this game doesnt like bepinex
sons of the forest time
crashes while remix tries to generate shaders
Can you try Darkeinstein 3D?
injects, remix window shows, but it doesnt catch any render hooks
Ah
like i said before, this will probably happen for most games until i start decompiling and building up a pattern list or something
Yea. Darkeinstein is new
nah its a little worse than that, it cant find a common method to identify meshes so nothing renders at all. The mono stuff is a different issue altogether
im sure once i get il2cpp more fleshed out it will run into the same issues as mono
I don't know why camera popped into mind
?
no, this isnt a camera issue
Ok
there is literally nothing for remix to render because the plugin cant find anything to interpret
at some later point maybe, i'm only interested in supporting modern unity games at the moment
or rather anything bepinex can touch
Isn't granny one of the newer games
never heard of it
Horror genre
Dx11 I wonder if that's why
disco elysium hooks but no geo ๐ฅ
one of the games i really wanted to work. oh well i can resume decompiling games tomorrow
Itch io has a bunch of the later games
i think im gonna stick to testing the games i currently have for rn, it will be like mono where as i fix most of the il2cpp games i own, most of the rest (should) work. then ill release it for y'all to try (probably wont be a 0.2.0 release tho)
Hmm. Phasmophobia is made in unity
May I interest you in a We Love Katamari key 
How well did it work?
Wait so mono is working? I haven't been on the internet much the past few days
initial il2cpp support
normal mono is most likely just older unity versions which may not be something i support
#1446017925545857145 message
beautiful
Yall are legends fr
please test babbdi!!
is there a way to fix it?
Probably capture scene and swap the cam in toolkit. Not sure
capturing the scene it shows that there's only 3 textures, and it doesn't load at all in toolkit
any news i just got my pc running again
Nothing new yet
ah
not really, any places that need serious improvements take a lot of time to add, so progress is being made but slowly
not to mention i have to tend to other projects
if there are any interesting developments they will be posted here
Yipee yay
how to make old unity games compatible for this wrapper!
-
decompile the game
-
change the version of the game in unity hub (that the wrapper supports)
-
fix all compile errors until its a playable version port
-
recompile then put the wrapper in your recompiled game folder
-
and that should be you :P
if its IL2CPP you cannot decomp it to be mono as scripts cannot be decomped.
unless you recreate them
this is actually nice tho thx
np
links
Decompiler: https://github.com/AssetRipper/AssetRipper
Unity Hub: https://unity.com/developer-tools
Wrapper: https://github.com/sambow23/UnityRTX
GUI Application to work with engine assets, asset bundles, and serialized files - AssetRipper/AssetRipper
Download Unity Hub & explore the tools you need to complete your project. Whether it is documentation, articles, or issue tracking, we have the tools you need.
man why havent i heard of assetripper
๐
ah this clears stuff up on why its so hard to get static level data rendering correctly
Getting flashbacks rn
huh
to when i used assetripper in 2022
do you not know about the @young wolf lore
well this games gonna take a bit with the ripper
well its importing. security alert with that version but it does not have support anymore prob why
maybe i shouldnt have opened a 15 gb game
lol
well it opened in unity version 2019 but i built it and it didnt build or export the built files when rebuilt on x86 32 bit mode
game was darkenstein 3D
i think at some point ill get the premium version for 10 a month
has more options
be careful exporting because after i exported from a 15gb game it came out to be 38gb
Ravenfield might have a chance since it got older versions from 2018
i decompiled a 3.0.0 game and recompiled it in 6000.3.3f1
going to try the wrapper on it
depends what you install with unity hub. you can install archived versions
nvm there's some bugs with recompile
doesn't goto 4x - 2x
https://discussions.unity.com/t/early-unity-versions-downloads/927331 only to 3 but here
Can you try batim
old or new
Steam version of bendy and the ink machine
is possible but would be very hard
(unrelated but you can decompile any Godot game and there will be no errors, just full game)
id love to see it in monobleedingedge
oh well tho
tryna remember how to install this thing
this wording annoys me so
guh what should change
those instructions are if you are installing stuff manually but yeah i can improve it
yea its nothing wrong with the instructions itself
js that the sentance goes on and on with no breaks in the steps
something more like
"place all the dlls inside the .trex folder, which is located inside the remix archive in the root folder of the game (next to the exe) this may be longer of a sentance but its more clear to me at least?
can raft js not work with bepinex?
that makes less sense to me, it should be
in the remix archive, there is a .trex folder which has the remix runtime files, extract these to the root folder of your unity game

i see monobleedingedge ๐
bepinex wont launch tho
guh
and theres no thunderstore mod for it
kinda weird
maybe its like pixel gun and whatnot?
or maybe it uses the other renderer type and wont work
renderer doesnt matter
right i forgot
is there a bepinex log file at all?
lemme check
wait
make sure you have file extensions enabled on windows ๐
it has a notepad icon lmao
it is enabled,i js accidentally opened dll with notepad always on
i dont see a log file for it
hmm its not injecting at all then
yeah
maybe it has anti-modding measures?
guh
this is fandom take it with a grain of salt ig
looks to be closed source?
fuck ๐ฃ๏ธ
what a shame, i think itd be a great remix mod but its also not worth it
earthmover
uhm
Looks like quake
True
gee
smart guy
fix all compile errors
when theres like 99099090909 of them

What if..... cr made and auto compiler to monobleeding edge
@onyx apex get on this /jilly

i think im gonna focus on il2cpp for now 
What even is the full thing of that
Ik the cpp
But not the il2
I love 2 c plus plus (said noone)
idek
new atlyss update
@onyx apex can you accept my fr so i can dm you a quadtion abt this
yuh
shes normal
no way atlyss
boob rabbit
Wow
Ooo
with logic being out wouldnt the unity wrapper need updated?
it can be but the project is still in such an early state, logic wouldnt bring much to the table
Just a reminder,,,, postal 2 redux will be in unity
Has someone got this to work on monoedge unity 2017? Distance has a thingy that if i mark it as UI it unflips the view, but if i mark it as sky or ignore rtw works but upside down with some other different graphics issue. I dont know if it is the sky or what im grabbing. since remix interactivity is upside down (ala if my mouse is near the bottom the interaction is near the top)
upside down is marked as sky, right side up is when marked as UI (THIS IS NOT WITH THE WRAPPER MOD)
The game has bepinEX already setup (hence why you see custom car in the game)
cr should add this to r2modman (just saying)
(well actually it's just thunderstore mods)
cause i know you can enable bepinex automatically with it
on a lot of games
he'd have to add this to every game seperately
right?
And if it actually did apply to all games, wouldnt it appear for games that dont work with it (like Distance for example)?
hmm idk probably
but only a few games work anyway
Has he ever got MonoBleedingEdge titles to work?
i mean this seems promising
at least it hooks?
idk i haven't tested many games
monobleedingedge is what hooks, old mono does not
yeah it still needs correction
luckily the game itself hooks without the wrapper
it just needs the world correction
hmm I gotta see if it is using the fake camera
is it possible to get a version of the wrapper that only flips the world?
maybe as an asi
its a unity coordinate space issue, i thought i added a fix for that in the shader runtime
but no i cant just export that one thing, the unity wrapper is something entirely different
the game i need it for doesnt work with that wrapper. I hooks without it, using your extended shader build
I did post about it in that game's modding channel on the official discord so hopefully someone comes around
is there a bepinex 6 launcher already?
@worn swan #1446017925545857145 message
thats cool
still need pixel gun 3d with rtx (not hapening cuz no bepinex support)
actually what about this unity game
trust me itll work
well technically it would work sorta
i have this game on my wishlist
i should push my existing wip bepinex changes 
i had like 2 games working but a lot of stuff was fucked up
whatd you change
nothing since last time
#1446017925545857145 message
normals kinda worked but were fuckywucky
ah
yeah lol
ah lmao
playing through tdr still shocked me at how full and complete it was
gives me hope for the ink machine
god i wish there was same stuff for unity 3๐ญ๐ฅ
what games are on unity 3
some old shit
imagine
rtx unity 3 horrors
this ugly ahh dumbest bullshit
but with fancy lighting
Shrug
What game is that
just to play on this map
Thats js counter strike
Ah
im lost so many time playing survival
what in the hell
Wonder if rust will ever work
its unity 3 so don't worry
textures just
refuses to display
they're exist, hashes are stable
everything fucking works perfectly
except textures
Damn
Just a reminder that you never know your soul until it's been burdened by weight beyond its factory setting.
im sorry
but what
Keep that in mind
??????????
probably a song
naw that's something else
dang
[Error :Unity RTX Remix] Failed to load Remix API: REMIXAPI_ERROR_CODE_LOAD_LIBRARY_FAILURE
Its ultra over
its ultra win
did you change the runtime unity rtx ships with
I dunno
Maybe im stupid and installed it like a dumbass (its been a bit) but I just did remix then put the stuff inside .trex
i found out that geometry depends on the sharedassets
if map geometry are on sharedassets0 they will mostly show up, if they are on a different sharedassets file, it will mostly not work.
heres some screenshots of rtx remix only rendering sharedassets0, the games pov, and just sharedassets0 being rendered.
this also goes for assets that arent shown in-game like unchecked objects.

when sharedassets0 is deleted, almost 0 assets are there
Do you think wede be able to make it force everything onto shaderasset0 then cr?
there might be a way to use bepinx for that
have you tried this yet
Idk how to do that
I guess i should ask, would you know how to do it or is that out of your league
out of my league for now
Damn
the plugin currently just intercepts whatever draws are being sent from the CPU to the GPU, so im wondering if moving everything into shaderasset0 is bypassing something
ill need to look into it more
what i really need to do if figure out how to parse level data so i can just draw that independently of CPU-instanced meshes
i really want ultrakill working properly yall
๐ฅ
https://github.com/AssetRipper/AssetRipper can rip it but the import above cost
I didnt know it was cpu to gpu
I guess i js never really thought abt how it was done
when i install unity the right way from the hub linux seems to be mono but windows is not?
@onyx apex is ultrakill 32 or 64
64
oh
so wait do i out everything by the exe then or where do i put the rtx portion of the files
rtx files go in the root game dir
are u changing the remix build?
wym
idk, i was assumung u were updating the remix build or something, the unity mod release should come with a remix build
no i just installed it wrong
and then remembered
theres a difference between how its done in 64 vs 32
with no bridge
trying out fruad
now im getting stuck here
with no exe
nvm
time to l๐k
wow im blind
FRUAD SPOILERS
it hangs for a second
wtf is going on with the arm lmfao
he going ballistic
Hard do tell if its terrible or kind of okay because basically nothing renders lol
this is why he has a model now
found a really accurate poppy playtime remake on unity and it works okay, no textures and right hand is really bugged
@onyx apex this
ahh right
is it possible in the code to implement sharedasset0 - w/e to autodetect?
cant just extract them because of dir changes from unitys engine
https://hakita.itch.io/ultrakill-prelude they still have the demo
too many requests
its a bug reload the page
needs work but i tried to add it to where it could read all shared asset files but i failed somewhere but bepinex sees it but it will not bring up remix
well this online game uses unity but dx12
Renderer doesnt matter
As long as its monobleedongedge
above is an updated dev branch for IL2CPP . the plugin just needs updated
let's get this back on the road
normal mono and il2cpp are definitely pushed back in favor of better rendering for games that already run
ik i got some il2cpp stuff working but in general its a nightmare because its highly obfuscated vs monobleedingedge
best of luck PLEASE keep me updated
and what about vr support?


i think it just dumped all ultrakill maps
i definitely see more geometry on the ultrakill titlescreen
game locks up loading a map but we'll see what happens ig
Ooooooooh
Buh?
HOdsf afzxbdzgsvfgvdxgfhrvtefgdhxnbdhfrawtrvdhgx fhnxgdsarefcdagsbnxcdgzfsaeFQCJASG ZDBVFSECFrs dzgvb
WOAH


lmfao
HAPPINESS and JOY is BANNED
its been like that since the start, since we're using the remix api directly, we have to make a fake d3d9 context to draw remix somewhere. I currently cant bind remix to the main game window since its dx11/dxgi
to be clear, we arent rendering via d3d9, its literally just the window
yeah
that's neat
i wanted a system like that for debugging remix normally tbh
it'd make it a lot easier
I find it kinda annoying cuz you need to have inputs on the main window
Meaning you cant minimize it
the main advantage would be that you don't need spend time debugging menus and stuff
i think in the future im gonna hide the main game window and have the hud render via remix
its gonna need some kind of raster lib to do that tho
if i were to attempt DX11 stuff like fallout 4, i should probably just use your work here as a base
its all on github ๐
though i will say most of this other than remix itself is very unity specific
Hoping fallout 4 works cuz thats the gateway to cimena
mainly looking for the API tweaks that let replacements and stuff work
looks like a hash lmao
its all
Waw
im still trying to get streaming working correctly so it doesnt break between scene loads or crash for really big maps
i also would prefer to not do offline baking
Wow
still a tad slow but museum doesnt kill my pc now
video compression and no textures doesnt help but almost all of the geo is now there โค๏ธ
Amazing work cr
ty
Now..... what about fraud
(assuming it crashes)
i dont think i even have the chapter unlocked
to be expected because its being intercepted from the engine
instead of like actual render calls, its literally camera, geo, and lights lol
its what makes it work on most monobleedingedge games
It works perfectly on a single game
now to see if i can make this work without baking, i've been relying on assetripper to dump the game whenever it encounters unity scenes (for some reason it just did all of them at once when ultrakill started lol)
@sudden seal this game with crs mod works genuinely without a hitch
stanley parable is close to 100% as well

Yeah batdr has poor performance too
waow
โจ
I think its either dx11 or 12
i love API agnostic compat mods 
my fav example being PEAK because its vulkan and dx12 ๐ซ
and uses unity's stupidly new rendering pipeline
Im js excited for UK and atlyss
and hakita decided to enable it for everywhere else?
it even shows on the main menu lol
Yeah I guess lmao
Its the same thing that peak has
With the chicken overlay
Seems like a good idea to use it for pho view model shadows (if it didnt spin)
Idk
my wakeup alarm is in 6 hours 
i must
get
runtime
scene meshes
working
๐คค
what the fuck
gpu readback sort of working?
Geos gone again?
its there but its all over the place
Ah
Perhaps the weirdest bug ive ever seen from remix. Thats how you know you're doing it right
boop

ain't no way
Do objects with multiple materials work yet 
if anything its pulling some of the unity editor stuff too lol
i dont think so
you can also see its applying textures incorrectly
Incorrectly is only 2 letters away from correctly in my book 
Cant wait for proper textemurs
i wish the fallback light wasnt noise city
Same with vms
i think its the radius i have it set at
im pretty sure these are enemy spawns later in the level?
lmao
Probably
i need to filter these out
iirc its all prefrabs anyway
lol wut
looks like a liminal place
Spooky
should probably move my work to the 2024 build for rn, the thirdperson stuff is driving me nuts
ok it looks like my gpu readback stuff doesnt work for UK 2024?
i can tell cuz it loads way too fast and geo is missing on a lot of levels
i should try atlyss
True
forcing checkerboard texture for prefab meshes so i can just ignore them in remix, trying to do it via code broke other render paths
for some reason i cant click it yet but its prob a runtime regression
i can click some things, just not much else lol
Fire
actual bigbrain 

Why not make the extra model use the same texture
you mean the 3rd person one?
Yeah
would require game-specific changes
Ah
unity successfully looking like a source game again ๐ซ
why are the papers only visible in RT guh
lmao wtf
PROPER TEXTURES 
(well mostly)
Gonna get banned for
spam so just pretend I did
Need more
adjacent emojis btw
It conveys the correct emotion but I need variety in how its expressed
Better not fixs UVs before I get up later today its past midnight lol*
Goodnight guys
nite!!
ty!!!


Dayume
Because unity 2d is just planes in 3d space
yeah true
Mono?
^
no
and no for a long time
Oh I wonder if the forest games will be willing to do anything now
Oh...
bruh
Good night, you earned your slep
Nice job cr. A question though. Wouldn't 2 windows kill performance?
No

not really
some still show in the wrong orientation but every mesh is now getting assigned the correct texture. alpha test/blend and vertex colors still missing so games like atlyss look pretty broken still
that's next to fix in addition to adding an imgui extension to the remix api so i can control the wrapper
ah right
will we be able to turn off filtering btw? or change it to whatever uk/atlyss use
oh you mean like texture filtering?
yeah
yeah i can, would be another runtime change
yea lol
Does any game work beyond 2024?
yes
Cool
as long as it uses monobleedingedge
peak being the newest game we've tested? late 2025
How is the new module coming along after monobleedingedge
wdym
Ilpc or w/e
il2cpp and mono?
Yea
^
Oh
best thing for this project is to get it to render correctly with the games that already work
Bepinex 6 is on the dev action build but I dunno







