#(WIP) UnityRTX
1 messages Β· Page 6 of 1
nah
if they explicity block modding then yeah its not worth the effort
as much as id wish i know theres js no point
working on something to save my sanity as i test more games
I have no idea what im looking at
Looks amazing 
debug hud that shows unity materials and meshes, remix hashes of those, where they originated from, and if they were readable from the gpu or not. I was previously having to go through a verbose log file to hunt down these things and i'd often find the wrong one
not yet, been working on tooling so i can start focusing on that more
do not ride the snake
Dang, Getting Over It RTX
Also these randomly appearing assets are kinda freaky
Scary shadow world
its the same issue as ultrakill, particles using the wrong texture
Ah
ofc hw skinning works here but not everything else lmao
i forget anything older than unity 2022 make it really hard to parse gpu-instanced geometry, this game uses it everywhere


everything seems to render except blocks because those are probably built with shaders if i had to guess
This definitely isnt actually able to be displayed in a headset right
Didn't think so, very cool it works nonetheless lol
yeah im gonna have to skip working on this one, unity 2020 sucks to work with
now i wonder if bonelabs works without VR...
agony
im sure boneworks is the same
guess ill work on PEAK for rn
textures 
peak PEAK????? incredible
lol wut
refactoring texture loading because peak loads like 40K meshes for the main menu and that just kills the wrapper
wasnt called peak for nothing then lol
are those feet or hands?
hands
oh lol
also hw skinning also works in this game flawlessly π«
Yay
Does the hashes reset for this one too?
haven't checked
sur
the renderdoc stuff in vibe tools will help immensely with getting UI working. or it can be done manually using renderdoc
the commit there for UI was focusd on FO4, but i tried to design it in such a way that it'll work for other games without much modification
it supports static and world space UI, depending on how you implement it on the game side. theoretically it can support anything tbh so long as you properly identify the render target on the game side. you could use this for passing through certain effects if you wanted too, like blur. anything in a render target = possible
for FO4 we detect the render target that it uses using heuristics, which then gets pushed to the new 2d overlay system in the remix api. it has to be cleared carefully to prevent ghosting issues, but it works
Oh there is a 2D overlay system in the API?
π now there is
i had to make one
yeah
it could be used in normal remix projects for a ton of things
if your game has some really neat effects that remix normally can't parse, and it's in the right format, it could be transferred with the api now
renderdoc can be used to identify it and see if it's compatible
funny enough squirrel stapler renders just a triangle
"ThAts cOol bUt mONo ssssssUpoRt wheN"
i was just messing with tsp's debug mode
ultrakil
is this actual lighting from unityrtx?
how is only up 3d? i thought was 2d
oh god
i can only imagine how terrifying lethal would be especially when the new update is really putting the work in on increasing the horror elements
no this looks pre-rendered
lots of banding and you can clearly see sprites which dont render at all rn
also aliasing
im confused?
game is very 3D
#1446017925545857145 message
no its a normal screenshot
did you mix up getting over it with only up
yea
So we got unity or something?
pathtraced meshes with the source engine missing textures? yeah we got unity
π
My BRAIN is a MACHINE that turns ULTRAKILL TEXTURES to BLURRY PBR MATERIALS
Well image uploading is broken so you get no context for that
re-done culling for all mesh rendering, showing extreme values here but you'd use this for a game like PEAK where it renders thousands of meshes that lock up wrapper
havent tested visibility culling yet but that would use unity's own culling system instead of the distant one shown here
are you doing culling in remix after it receives the data? or are you culling the things being passed to remix
culling via the wrapper, so the latter
i desperately need this in FO4
whoa pog
am i teakin or did you get vertex coloring working?
actually wait no nvm cuz the grass is still green and not tan
mb
this game doesnt use vertex colors
Oh
the real issue is probably duplicate world geometry because im forcing inactive renderer layers to show
the tricky part is that's how we get level geometry to render correctly in ultrakill and its super fickle to mess with
its also why there is a random tree that shows up in remix where it doesnt in the OG game
no wrries
im trying to test this on peak so i can get into the main map
This should also help woth the dark revival
stanley parable too
game is mostly corridors but the game renders literally the entire map
ideally you'd use visibility culling since that's similar to what gmod rtx does with PVS data
path tracing friendly
Same with tdr
Almost
It renders half of it but everything in it
Hardly anything gets called iirc
ok peak isnt having it rn, but in addition to the culling stuff, i implemented native geometry instancing so any repeated meshes are only rendered once and then instanced via the remix api 
more than double fps in stanley
funny how geometry culling doesnt really seem to affect anything because the game renders the map in 3 different render paths
why do devs make this stuff so cursed
free fps 
Damn, that is next level
βmore that doubleβ wdym thats beyond quadruple π
im probably gonna have to start leaning into game profiles for specific fixes. Im at the point where I can fix an issue in one game, but it breaks something in the other. I'll probably add a dropdown for the profie and you'll just select what works best for your game
ya 100%
π please share your wisdom. i've been trying to get the instancing thing working but have been unable to
for skinned or non-combined geometry (no level data), wrapper will generate a hash for it, if wrapper sees another mesh with the same hash, it assumes it needs to be instanced and will do so
thank you β¨
receiver 2.........
very much, i have already expressed why its monobleedingedge for rn multiple times
dont
π
one thing; whoever decided to name it "mono bleeding edge" sucks
why is it bleeding ew
i assume because it means newest mono
but more realistically, its just whatever name unity stuck with for the "next gen" mono that unity 2019+ games use
What were u gonna say?
no
-# should probably update the forum name so people don't continue to ask about it
i dont think thats really going to help
no one will immediately know what runtime their unity game uses
oh yeah fair
@onyx apex u have a dual monitor setup?
You can just read the name of the thing
yeah but im not editing the title to include all of the precautionary info
the project readme on github already says monobleedingedge only
yea but i've just been using the single monitor for rn
Woahhhh βedgeβ thats kinda riskay
lmfao
What have u been doing to try make it so that u can control the game while seeing the remix window
guh
its just the two windows next to each other
do you mean like in the videos?
i added both of them as sources in OBS
my monitor isnβt big enough for that
you could just make the resolutions smaller
the windows are 1080p each, my main monitor is 4K so yeah i got space
superliminal
@onyx apex if you wanna try this game, its 7$ on steam i could gift it to ya
sure β€οΈ
accepted
Whoa cool

trust me this game would make for a great rtx mod (similar to tsb in an artstyle sense)
:3
tsp*
:3
Yeah
i cant even get ingame lol
well the normal game does but remix locks up after 3 seconds from what i can tell is some kind of overflow with mesh submission
could be my local changes but im trying to figure it out
i also tested this game before and that guy looks like this
got the game running again, looks like its based on v2019 so a lot of the gpu readback stuff doesnt work
ill see how different it is from 2022
what build of the game r u running?
latest steam
got to titlescreen with the demo with the build of mine but the insperation behind mine was cr and kim
so just like unity 2020 for getting over it, there is no APIs for readback so i'm going to have to use signatures to intercept mesh creation for this engine version, if it works well enough, it could apply for 2022+ games and I could finally get rid of scene scanning
@lament ice we were extremely lucky to test ultrakill with this idea initially back in december
like holy fuck
ποΈ
some absolute fuckery later and we have all geometry, materials are still broken but im getting there
should probably see if this works for getting over it
im hooking dx11 to create a fallback readback for meshes, probably not the best idea but it works

Mother of god...
i notice with every game there is some color space differences, could be tonemapping but my gut feeling it's how remix handles unity's texture format
avg dsogaming article comment
Reddit is leaking
no need, i can re-use the original maps, normals are already handled
Heavily modified topbr
footage is with og maps?
bottompbr when
game really only uses normals, but all of it is handled in the wrapper/remix api, no replacements or anything
most unity games use pbr maps anyway
even if they aren't really pbr in art style
i wonder why thereβs a colour difference in the wall texture between the windows
cant just be tonemapping
BROOO looks like severance
so cool
unity rtx will revolutionize oklahoma's crop harvest!!!
did you not read the part under the video
but my gut feeling it's how remix handles unity's texture format
lol where did nixos come from
prob my badge
My dream of path traced 7 Days to Die comes closer...
how do you see this?
or do you have to have the game installed?
people playground 3d rtx???
you have to install the game
if you see monobleedingedge in the game's root directory, it will inject, if mono or il2cpp, no way
Wow
Search up unity version online
makes sense
guh
Can someone find out what dagger directive uses?
Never mind, just seen it uses il2cppπ
same pfp β€οΈ π₯Ή
If you need another game to test, Daggerfall is free on steam and the Unity version is quickly set up and running
Oh, Daggerfall Unity is amazing. It also has tons of mods, and there are even some PBR texture mods that would be perfect for Remix.
Daggerfall 3d NPCs
Last one
@onyx apex i'm gonna pull latest dxvk-remix and cherrypick the api changes and w/e and merge them into the newer version. main reason for doing this is that i'm at the point in Skyrim rtx where i need remix logic
were there any new changes you had locally that you wanna push before i do this? it'd be a lot easier that way
no
idk if you really even need the new build CR
but it's fully functional now
your sky, the api updates, hdr + tonemapping, all that
i'm gonna also try to refactor it to make it easier to rebase in the future because this was a nightmare
Low resolution replacement textures filtering even if its set to nearest in the mod: 
That being one of the the only issues ive had is kinda crazy though
sorry i have no idea what this means
@sudden seal
oh
well i wasn't talking about unityrtx being fully functional
i was talking about my build of dxvk-remix and if CR wanted to use it
for remix particles gladly 
what changes to particles did they make?
With RTX Remix, modders can craft tens of thousands of path-traced particles, each accurately casting shadows and being reflected in the world.
Learn more: https://www.nvidia.com/en-us/geforce/news/rtx-remix-advanced-particle-vfx
Get started with the RTX Remix Setup Guide:
https://docs.omniverse.nvidia.com/kit/docs/rtx_remix/latest/docs/intr...
oh ya that soz i thought CR meant you made extra changes
o no worries i understand now
it's just the current remix stuff but with the branch cr and i use updated for it
i'm working on the stuff still to get it easily rebased in the future
but as it is rn it's fully functional
started fresh on dxvk-remix, then pulled in all of the old content manually
i tried it the other way around, it was pain and suffering and never launched
other way? you can cherry pick commits and modify them before they're actually committed
π i tried this like 3 times
there were so many breaking changes that it just refused to run unless i gave claude both repos at the same time in their proper states, and had it modify plain dxvk-remix with the changes from your branch
weird, i personally dont think all of that had to be done to rebase but ok
you can manually add remotes into one respository so you can reference commits from other repos and stuff
they changed a lot of stuff
like a lot more than you'd have thought
many variable names changed too
it's done now so w/e lol
i think the biggest issue was just the UI do-over, but i had very few issues rebasing the gmod-ex branch, which was based on the same unity stuff
well for the most part
particle system and all that is a nice improvement. was already messing with it some
how much do you plan to update the fork? I try to keep mine up to date but as you can see, sometimes time gets the best of you 
well, i was kinda hoping to PR it back into yours π and then we just both contribute since we're both making remix mods using the api
or we can keep it on mine and u PR if you have anything, idm whichever way
maybe we can create a github org so its not tied to either of our accounts?
wait you already have an org
i have one yeah. i could move the branch to there
but for whatever changes, is it okay with you if we PR and review each other's commits before merging? instead of pushing directly to the org branch
i tend to iterate on my personal fork, then make a PR to orgs. that's just what i prefer (it's less stressful lol). but you can do that if you want, w/e works best for you
Switch to this who? 
yea i guess this would also apply to unityrtx
yeah the goal of this was to give us a more up to date base for all api remix mods
so w/e u want to use it on it should work.
i made sure that everything is backwards compatible with the existing API stuff that we designed our plugins/wrappers around
even if it doesnt work as-is, it shouldnt be much work to fix the wrappers
ya
after i push the restructure stuff, i'll move it to the org and add you as a contributor
(i have been asleep π )
casting a spell that makes you rest longer
fair
Hey @onyx apex did you ever release a build of the new version?
definitely not paying for that
when did i ever mention of making this paid?
I genuinly 100 wrote that right under here. #offtopic-game-discussion message
I have no idea how discord could have fucked up this badly
lmfao
no
I'd need one
minecraft
How do you pass pbr textures to remix?
The DARK SOULS method
has worked great for me #1481706093976621277 message
@onyx apex hey, considering UE4 and UE5 source code is available
Would it theoretically be possible to have something similar to UnityRTX?
i was looking at making an API mod for a UE4 game. if i do that, ig it could be expanded for general UE4?
(game is supraland)
yea
We would basically no longer be limited by API for majority games if we had UE4 and UE5
Because we had UE3 recently
Itβs not hard
Ue3
UE3 source code is somewhere?
Don't look at me
biggest problem will be adapting it for individual games/their individaul modifications
Seems thereβs some unofficial repositories archiving it
ye this is what unityrtx struggles with atm
You still haven't posted a build of the current version yet
i published a preview build about a month ago
unity used bepinex though right
I wonder if there's a way to make a vibe unity compatibility mod
the upstream changes are not ready and im only focusing one project at a time rn
Like listing the things you could need to tweak for per-game compat
you can fork whatever i have now and just develp for a specific game
Little Nightmares would be a nice UE4 demo if a Remix plugin was ever made
No, the second one
supraland has a lot of bright colors and cute designs that'd translate well to remix, that's the main reason i picked it
is bepinex source public i mean we could use it
I donβt know, I picked the 1st one because it might be easier
yes
unityrtx already uses it
I don't think bepinex alone would do much
problem is ue4 and 5 games were incredible slow
you'd be surprised, it even does harmony patches which is equivalent to engine patches
That's the per-instance performance
meh unityrtx has good perf for what it is lol
This is currently one of the biggest blockers, imo
most of the optimizations i do already try to keep draw calls low
So thats why Sonic Generations has the performance that it has 
i mean remix does compile shaders. can you compile them before the game loads?
no because it doesnt know what shaders to compile until runtime
only dolphin emu has figured that one out
Probably. I'm trying to think of ways to keep instance counts low
Maaaaybe merge meshes into single objects?
batching and instancing static geo is #1
animations tho
all of my projects priortize this
this is the biggest problem for skyrim rn. fo4 has a precombine option that improved perf a lot
Most of the map can be kept static
hw skinning is required for skinned meshes if you want to instance those too
i was looking at a method to do this, but couldn't decide. what did you end up using?
Yeah in my testing with beam, a 4x4 km map with only 3 objects ran far better than a smaller map with a few thousand instances
very game/engine specific.
since unity submits models in a cpu readable fashion (or rather, can be forced to), i can build a list of every unique object/prefab, cache those, and for every subsequent call, I instance those out.
gmod rtx perf mode does the same thing
BetaRT merges everything inside a world chunk, even if it's a different block or static entity. Any dynamic entities are hw skinned and instanced
the key factor is finding what works best for your game
im curious about instances but im curious about games that dont use them
probably thinking wrong
instancing is really only useful to remix because we're trying to optimize for its renderer
though sometimes this introduces bottlenecks in your wrapper so its all a balancing act
do we have a list of the biggest blockers/performance hitters in remix rn?
the pathtracing π€ π
real
That being said i wonder what can be done to make the path tracer run more efficiantly, im guessing they already did all they could to make the path tracer run as fast as possible without reducing quality
Donβt translate via dxvk

what alternative do u think they could use
guys what
like stop for a sec
nothing about the dxvk part of remix is relevant to this
assuming we're still talking about remix api projects that directly integrate with the remix rendering code, why would that have any performance penality when its not even being used. Also, mark clearly said the remix side is not optimized for high draw calls, so this would include ffp, shader, and remix api games
He is saying the remix rendering code itself would need to be optimized, so gutting dxvk would have 0 impact other than making Remix extremely hard to integrate with games
to be clear Remix is DXVK
i hope they someday get around to fully optimizing the rendering code, i'd be fine with that being a major update and having many months of work be dedicated to only that
there's a lot of misinformation and misunderstanding about how remix works and especially how the API works. I'm hoping to clear that up in the document I'm writing to prevent more stuff like this from happening
please
π
it'll hopefully be done within the next week
we really need a chart to show how the Remix API communicates with the game and the runtime
and explicitly show where that happens to prevent any confusion of said conversation
ya
I actually made a chart for fallout 4. it'll be included along with very detailed information about how it works in the open source release soon
I'd share the chart right now but I don't have access to Github at the moment
later tonight
Maybe thatβs why Sam mentioned draw calls

I forgot about him for a second
whos sam?
Facepunch Dev
#offtopic-game-discussion message
the fan game is in the video description
couldnt do nothing cause i kept dying
lol
bendy and the ink machine
only debug view so far?
@young wolf
i wish there was an easier way to find meshes currently becaues this white mesh is covering most of the map but the map works fine under it
under the floor
r u able to hide the texture instance?
i think I'm gonna release whatever work I've done so far
im not done working on unityrtx but i currently have my hands full with BetaRT
yeah no dont worry about it rn cr, im js slightly modifying the runtime for direct firewatch/bendy support
i found a way

ye pls do when u can im so excited
although i think bendy is monobleedingedge now
I know this isn't directly crs unityrtx but its still technically, just game specific so yay unity mono game kinda working rn
"Workinf"
Yes
Would it be worth a try with a il2cpp title
Mycopunk
My plan is to move it to general mono support
After getting this game to work
Mmm. That would be very good, actually
is this based off unityrtx? would be nice if you could PR your mono work
Yes and no?
Sorta
guh
Instead of using a mod loader
Its running directly on monos plug-in support
Idk if that should be added to yours at all as it may conflict
could be integrated with enough work, just would be weird if there were two general mods for unity imo
Yeah fair
I could once I get this working enough, if you have any tips for geometry im all ears
Brb tho
(At like 7 cuz work)
forgot to mention cr but we'll prolly need help doing prs cuz we've never done thay before, so when we get home we'll prolly need small assistance for the least ammount of headaches
@onyx apex Unity released AI
Now I can say βimplement Pathtracingβ
Why need UnityRTX now?

Because other games don't use that or want to use that
i could see how two versions could co exist, one for mono and one for bleedingedge for increased compatability, just picking the right one for the game
I got Katamari to do stuff with the Bepinex il2cpp plugin. Any idea of a good way to refine it? Any sort of logging you could do to feed to the AI so it has something to work with?
way i see it, unityrtx should probably use this hierarchy
--> Binary injection
---> Plugins:
---> mono
---> bepinex
---> bepinex il2cpp
one size fits all
Oh ofc the console window is already logging plenty of stuff I'm dumb
there is also a lot of logging stuff you can enable in the plugin config file
@onyx apex heading home then I'll try to pr what ive done, but I've never pr'ed befode
What should I do
PR's usually come from a fork of the project that is meant to be merged back into the master projecct. So if your mono wrapper is currently not directly based on unityrtx, you'll have to make a fork of my project and then integrate your changes into it. Once it's compilable and works, you can then submit a pull request from github
after fixing some regressions, all of the superliminal d3d11 hacks have made a lot more stuff render in ultrakill lol
hi pistol charge
Oh alright sorry
I'll work on that
Awesome
release is imminent
Saluting
well i need to test 2 more games for further regressions but im pretty sure its good to go
Im gonna continue working on tryna get the terrain to work
@grok is this true?
ok im noticing an issue in pretty much every game, the d3d11 readback trick works too well
stanley parable renders the same geometry like 4 times
perf is completely dead lmfao
im coming up with a de-duplication system to filter this crap out
4X THE GEOMETRY
4X THE DETAIL 
Just reading about dedup makes me relive Dark Souls trauma 
do you mind telling me how you got it working? i experimented with bepinex 6 with il2cpp support but i had to rewrite a lot of parts of unityrtx to make some games barely render, while breaking all other 5.x games
@onyx apex what if the dif versions for unity rtx was like a reshade instalelr type vibe, saving compatibility issues n whatnot
im sure thatd be difficult to do tho
the reshade installer just renamed the ReShade.dll to the correct API dll file, it was still the same reshade for all APIs
so still the path that im looking for 
i mean
i guess my only issue is that id have to start from scratch basically to have it integrated which atm im too broke to do
if you wanna publish your code as is, i can work on integrating it myself if u dont mind
end product would be the same functionality you'd have now of course
Well, I did it with AI so not a lot I can personally describe, but I just installed the game with the Bepinex il2cpp plugin and pointed at your source code as well as the game folder and it made it boot first step, and then I just refined from there. Geo looks good now, textures are still missing.
This is what the AI had to say for itself:
i dont realy mind no, saves me whatever issues of figuring that out
Could be BS idk sorry
gotcha, no worries
idk how to tell i dont have mono games
nope its mono
i dont own the forrest on steam
but i could test that at some point
it does inject with bepinex but doesnt ever load unityrtx
my goal is to make this a general wrapper
yea thats why i was asking about integrating it into this project at some point
ye im good with that, any mod loader would be treated as a plugin
#1446017925545857145 message
fvf is also iclpp
fvf?
friends vs friends
i mean i could try and give you the plugin thing to see if it might work on the forrest but currently i doubt it
yea dont worry about it rn
kk
sorry again lol ik youre busy with mc rtx
i cant for the life of me get anything to render terrain wise
nvm!
@onyx apex how do you get it to not constantly reupload the same mesh? its causing it all to hang
make sure each mesh is created with a transient hash so it persists across frames
aye aye
holy shit
by far the best this game has ever been rendered
i cant wait for every other game to break lmao
(i kid, hopefully not)
emissives 
wow
fire
fixed the lod terrain and trees being the furthest it can be but this is annoying me
if it's anything like what i ran into with fallout, it's probably that as soon as the remix window gets out of sync with the game window, it wipes everything being rendered
How'd you fix that?
told claude to fix it π€
tell it to persist the game data that was sent instead of clearing it
Alright

time to see if i broke ultrakill again
this didnt really fix it bleck
i think i got an idea tho
woaw
beutifl
sowwy π«
no need for sorry
what worked?
figured it out
I'm just really broken today I think
proof: now I want to apologize for apologizing π
it was what you said but a little bit deeper?
interesting
createmesh was running on unitys end and then forwarded to remix, but every time itd scan for that itd clear what it previously had
so it no longer calls remix from unitys thread
oh yeah that's pretty much what I ran into too
interesting that it happens with unity also
glad it's fixed π
next up is to speed up geometry load time, find the missing geometry then textures
then well prolly hand it to cr to see what they can do abt getting it to be in sync with thier mod
slash and or getting it to not be game specific
and i mean i can do what it currently does and it works
but performance tanks completely
release soon? π
very much did and took forever to fix. ok release now coming very soon

warning, most games you're going to have to tweak a bunch of shit for the visuals to look correct
by default its going to try to render everything it can grab from the engine, so even stuff hidden in the actual Unity scene
this is where the plugin settings are found
great work
throwing my hands into the air
for tonight
gonna mess around with bendy lol
huzzah

almost everything works except decals
how much does bendy cost
Wasnt going to try this today but I changed my mind 
Going to test the 'kill
20
Explore as Henry as he revisits the old demons of his past by travelling deep into the abandoned animation workshop of Joey Drew Studios, a studio with a dark history. With twists and turns around every corner, "Bendy and the Ink Machine" is sure to keep you on edge... and decimate your childhood.β¦
$19.99
24082
(dies)
20 million dollars 
basically every bendy game that does work with this is almost ootb lol
so close to perfection

who stole some parts
took "stealing a stapler from corporate" a bit too far
He's
hes
hes
do you want me to gift it to ya
if you wanna
i would say the other way of getting the game but i will be smited down
π
hi sparkles
im not saying "if i gift it to you you will do it for me"
btw
uhm but
erm
dms rq........
lol dw, ill work on it, more games to test 
Its such a sunny day!
worst day on hell:
is that a regression btw
ultrakill is really finicky with the renderer selections so i usually clear the wrapper config file
Didnt play P2 on the previous version but I wouldnt think so
the floors and roofs are effects
P-2
p-2
That's right I P ranked it thank you for asking
was white knuckle's text always emissive, i dont remember
it wasnt before
also these red lines
looks cool ngl
game also now runs pretty good at 1080p DLAA lol
you know what else looks cool
ts update goes hard, thank you cr
i wonder how atlyss looks rn
Insane asylum P-2
lol
i think the debug meshes are taking up the actual level geometry
try to find that debug texture and hide it with hide texture instance
tdr looks the same as always
tdr?
the dark revival
ah
bendy part 2
was it broken or something
no its been perfect ish the entire time i was js checking perf
early builds of remix unity had roughly 12-13 fps
currently sitting at a healthy 55 ish
with culling settings
atlyss is rendering more stuff and its also really fuckin bright
wow
acid pool ig lmao
π€

per channel orange go brrrrrrrrr

i should try beat saber again
Noob
lethal is still the same, wrong/missing textures and bright lights
really doesnt matter much, its not in the games artistic style and cant be "well it works fine for art bcuz"
ok more renders but who the fuck is this in my beat saber
dude from smash bros
mr hand
@onyx apex where do i get bepinex for ilcpp? i might give pixel gun a whirl
Hes the guy who beats your saber 
their github, its a pre-release, it will not work without modifications to the plugin
wow this is a lot more than i thought
ENA looks awesome wtf
Woah what the fuck
OK its not gonna work
Lmao
Whos... who's gonna try hello neighbor (if its even monobleeding(
Can rtx save hello neighbor release???????????
Im the one of 3 people who actually liked its full release
I think matpat will enjoy breaking this gif down frame by frame π
for
Devs of hello neighbor game theory video factory
That's all they ever were
maybe if you make muck rtx karlson will release

might need to disable static meshes
#1446017925545857145 message
i was able to get this game to render pretty well
wait whats new
#1446017925545857145 message
got some auto pbr porting started for tdr
overall its a mess that looks good in some places
iirc it blocked bepinex or just didn't load the unityrtx plugin?
i still haven't tested it yet
the plugin
bepinex loads fine
cr
π
hi
oh god
sub rosa rtx
holy fuck yes
i should do that
Sub rosa isnt unity
how do i describe this to ai
guh
nothing that the remix api cant handle
hell yeah
though it would probably break gameplay considering the only light in the game is the sun light
just wire it up to work the same way? unless im missing something
I found the likely noise source: _Specular was being forwarded raw as roughnessTexture, but Bendyβs JDS _Specular is not a ready-to-use Remix roughness map. Iβll change that path so true roughness maps are forwarded raw, while spec/gloss maps are converted into a stable grayscale roughness map before forwarding. i guess
interiors arent lit
is what i meant
oh so like everything is fullbright?
interiors are full bright
hmm
nah needs to be converted to octahedral or whatever its called
can it even do that on the fly or is it more of im gonna have to manually do it
you can make it do it in-memory but it will eat up vram
or have it dump the converted maps to a directory and then have the wrapper load it
latter is better imo
i assume you're doing this by modifying unityrtx? or is this in the remix runtime
yeah
modified unityrtx
mostly started bcuz everything was emissive then i realized this game has pbr
oh shi
the bricks are still backwards tho
thank you ai
π
much better
i think
still looks inverted
GPT fixed Katamari textures in one after Claude just fucked around forever
Help
Oh it was just the F3 debug menu doing it
Bunch of stuff missing but whats there looks solid
Baboo
I can't seem to select the sky texture as sky, or manually define it (at least why looks like the sky texture in the texture picker doesn't do anything)
Also the game takes all inputs while running and stops going when I alt+tab out
Can't seem to get objects to fully show up, the Katamari itself is always missing as are some human body parts and other moving objects
Hmm, seems like the missing objects aren't picked up at all, they don't show on the debug object view
Even still, that is really cool! Path traced Katamari, just the King of All Cosmos intended...
True but what's Katamari without the Katamari 
@onyx apex If certain objects don't show up under the layers/renderers is it joever?
π€ is this for the api method?
could be meshes that are unable to be read back, but more than likely since the game is il2cpp, we're just missing a lot of stuff
I actually found the Katamari, it's just not in the correct spot.
Wonder why it didn't show up in any of the dumps I did
I made it dump all objects to file and analyze it
Dumb ass AI couldn't find it but I did. Apparently it's called MonoMakikomi.
PS6 Katamari leaked screenshot
wonder if peak has textures now
it does, but perf and overall visuals are still abysmal
should
doesnt, it never loads bepinex
weird, its monobleedingedge
i know
perhaps the unity ver is too new
all the fun unity games i have either have heavy levels of anti cheat, or already work fine
maybe
similar to raft i guess
at least muck works π₯Ή
ok bricks for sure are no longer inverted
ok so
We got proper Katamari positioning 
Sadly it came with random car in the bedroom
Also is it expected that ignoring texture doesn't seem to work?
ignore texture only works for d3d9 calls, you need to use hide texture instance instead
Understood 
i should probably remove all of those categories lol
A bit of a funny question - what can be done from the side of Unity game dev to make Remix hooking easier?
use all of the standard, bult-in unity rendering features
code-wise, use monobleedingedge
which is?
the textures colors are dim/dark
ah
almost grey
its more than likely a colorspace conversion issue
every unity game seems to exhibit this
bult-in
π
URP it is
what dlss r u running at?
auto
Rolling stuff works 
What got fixed?
i love the ambient lighting
textures upload as UNORM instead of srgb
mind showing this change?
would love to add this globally
MUCH better
like the source code? yeah one sec
were the albedo textures already in linear?
Seems with the v0.2 more geometry is rendered
id assume so but thats a cr question
interesting
all i did was make the textures load in unorm
and that seemed to fix the dark issue
gonna try it on uk
Ah is that why the colours looked so weird?
art style vs no art style
Bru, not only did we get Katamari RTX but it also looks sick in HDR
I was like "lets fiddle with the tonemapping to get it to look proper" but then HDR just fixed the image
native hdr or?
Yes
I assume
Whatever HDR CRs been working on
Whatever it is, it looks good to me, certainly better than the blown out original SDR image
oh didn't realize that was still in lol
I think he never took it out of the Unity build
(I think I'll just put it into my runtimes because it rules
)
baldi's basics plus
Yes
Well
Remix now supports unorm for until instead of srgb
I wasnt able to test any other games tho
Any idea what could cause periodic hitches with skinned meshes enabled? It seems like it's happening even in simple scenes
About every half a second or so it chugs
if this is with that il2cpp katamari game, couldnt tell you
it's amazing how much progress you've made with this project
btw @split loom do you mind sharing your il2cpp changes? I'm getting ready to refactor unityrtx so it has a plugin system so @lament ice old mono stuff and your il2cpp changes will work as-is
Hmm, how would I go about sharing this? I only have it locally in VS Code
you can just zip the development directory and send that via dms or here, either is fine
Sent you a friend request for the DM 
Man, Katamari was going so well and now I can't figure this hitching out 
Will you be adding the unorm too? Did it work at all
yeah i will
Yay
Damn, that looks good
the game needs to be mono?
look at pic
π₯
oops thought it was updated to support mono too
@onyx apex Have you tried a game with lots of skinned meshes before? Ever encountered any performance issues/hitches in them?
not yet
yea, only game i had issues with was ATLYSS with hw skinning, killed fps, but no hitching
but like i said before, you have a custom version of unityrtx so it could be anything
you can try to turn on hw skinning if that works
Hmm, weird, fps is fine in Katamari but there is this periodic hitching like a 100ms hitch every 0.5s or so and it seems to start happening once the amount of skinned meshes gets to a certain point
Tried HW skinning but that didn't improve things
Even just moving the main game window around skips when this is going on
once i integrate your il2cpp changes, ill obtain katamari and figure it out
That would be great thanks, I'll also keep plugging away at it and will report if I find anything
Hope it's not a bigger il2cpp bug
what's a free game that you are 100% sure works?
i can't get any game to work
i think it's just proton
but i don't know
you need to set winhttp.dll at native for wine dll overrides
bepinex is not even hooking i think
i havent tried proton tho
ohh
DOWN TO THE FIBERS OF THE PLUSH, i swear ill stop spam posing im js excited my thing worked
WINEDLLOVERRIDES="winhttp=n,b" %command%
i love using a games natural pbr system for remix
yeah even with this dll override it doesn't hook anything
pbr for superliminal

