#(WIP) UnityRTX
6501 messages ยท Page 7 of 7 (latest)
guh i thought this game had no mats other than albedo
it doesnt
i asked it to make a tool that converts albedo to roughness, making sure grey items that have metal in the name are more reflective, where concrete is more rough, and to give the viewmodels with light ish grey textures slight reflective/metal maps

been waiting to capture this for a long time
this is why i say its just a test
[posting ths to read]
they should rename 4-2 to GOD DAMN THE FILTERING
welp thats enough modding for now
why are the textures here in white knuckle much darker?
increasing the albedo bias kinda works but it makes it washed out
i assume you got this working on linux?
yea
what did it take
it doesn't run through protontricks-launch i discovered
which ig makes sense
i was trying to use it because i didn't want to make a new non-steam game for every test i did
probably this, im gonna release a hotfix with this since its a simple change
#1446017925545857145 message
oh ๐ฅ
weird, remix crashes when launching this on linux for me
@light bronze what proton ver are you using
ok well proton experimental just completely crashes my gpu driver lmao
nvm got it working, it was FG being enabled
nvm im still getting driver crashes
debug meshes
i hate tryna locate debug meshes
gotta turn some stuff off
try to find a 1x1 white texture in the texture list
its this texture for whatever reason
guh
wonder how much the retail game differs from the demo
the latter is visually perfect for me
ok now proton experimental works now with FG forced off
how?
I added BC1/DXT1 alpha detection for White Knuckle-style atlas textures.
Detects DXT1/BC1 blocks where color0 <= color1, which indicates punch-through alpha mode.
Added BC1 cutout detection
If enough BC1 blocks use punch-through, the material can be upgraded to cutout alpha.```
do you mind making a fork of my repo and pushing your changes so you can make a pull request?
i can try
mind you its probably a mess still
cuz i asked for weird game specifics
we did disable the ultrakill pixel stuff cuz its not really nessisary
yeah
cachyos slr
per pixel pbr
it was also
unsuprisingly
laggy
@onyx apexi made a fork and added the changes
how to i pr
click the pull request tab on github, it should show a green new pull request button
ur doin a lot today!
i think unity rtx is definetally at least my style (I dont have to do the basic of geometry so ik what i can do)
yeah uhh i cant accept this, its going to break stuff
yeah
uhh dont do that
oh
๐ฅบ
never had to
we think our favourite part of the day was the unorm, smallest yet most substantial change
all ive been usin is windsurf
guh it is? i just tried it in windsurf
maybe im in the wrong tab?
yeah
like the root of the folder or only a part of it?
should look like this in explorer and source control
oh you probably downloaded the source file instead of cloning it with git
in this case, just clone your fork so you dont have to do the steps in the vid, the origin will already be your fork
git clone https://github.com/Mochabeanproto/UnityRTX.git
then once its done, add the folder to the vs workspace
do i need to open a new window or js add to workspace
add to workspace
might want to remove the old one after you migrate any code changes as having 2 instances of unityrtx will definitely confuse the llm
btw i made the unorm change
havent tested it yet but i assume it should work fine
ok now i js do remote?
nah you'll need to discard the file upload changes and push them through git instead
in your case, do this, but make sure you have a backup of your changes
git reset --hard 6a138a778a81cbf39e1f1b6180985ee942dbdbfe
this will reset your fork to the change before the file upload
and i do this in windsurf? or where in github
ye it worked
ok
if you still have your changes from the other unityrtx folder, i would probably ask the LLM to remake the changes to this fork and ask it to commit each change individually
i dont think it has the changes
hm? i thought all of your code changes were made here
yeah right, sorry ig i thought the command undid that ig
naw, just your new fork
i did remove that folder from the workspace
ah if its still on your pc, just re-add it
ok its readded
ok then go back to this
#1446017925545857145 message
its important that each seperate change is its own commit
sounds good to me
wow how did i not notice how broken this was before
lmao
everything looks correct texture wise now

just have it follow the usual build instructions in the readme
Status: README build instructions followed successfully; current committed UnityRTX build was deployed
credited u btw
oops one sec it commited it all into one commit
you can have it undo the commit and make it seperate them
i am
itll be split into 2 commits cuz the pbr and unorm where nearly at the same time
i guess bro
so you're PR'ing the pbr stuff as well?
how is performance? does it slow down the plugin?
at the start it slows it a little
but i asked it to where once a pbr was converted, to have remix not try and convert that again and to just load the pbr instead
saved alot of vram
can be dissabled if need be
ok it finished comitting
do i make a pr now
or whatnot
i would test it first to make sure everything still works
everything seems to function
do i tell the llm to do that then
uhh naw its pretty simpile thru the gui
a
i only have this, am i safe to do that
ye sync works, same thing, but you can find that same menu here
ah its trying to merge the uploaded files
a-
take another screenshot of your graph but also the git log
this all?
yeah uhh right click this commit, copy the hash, and do that git reset --hard command but paste the hash you copied
and then do git push --force
wrong dir
naw its fine, its a learning experience
i would try to rely on git more if you're going to work on projects like these
but ye
so the pr updated?
ye, im editing ur title
aight
my ass amyve lied abt performance i guess? but only in the bendy area sobbb i didnt check that
wait no
i unlied

tho
idkk how to optimize thissss
Uh
shrug
my focus is tdr
ok im js gonna have to go ahead and dissable the pbr unloading for now ๐
Try that other game
The teaser game they keep updating
what
The teaser game
explain
Bendy and the secrets of the machine
Amh
Smh
I thought you were a real fan
Uh oh
ive been workin i havent kept up 2 date
Hm
ok bro ig the caf is js too intensive, too many props cuz this bitch still laggin
well thats enough for tonight im js gonna mess around with playing bendy rtx
bleh
the best i got for the night 
Is the UNORM thing going to be a universal Unity thing then
i wanna ask whats the difference between unorm and srgb? and what benefits does using unorm bring?
Shrug
Looking at its documents
Unorm is integer to linear floats and srgb is gamma decoding to linear
and when playing what benefits did u notice when using Unorm
Its direct benefits tho I can tell ya is that it fixes unity textures to properly convert textures, fixing the long since dark and murky textures in all unity games
Definitely noticeable in certain areas where less vibrant colors meant murky browns and greys
This is white knuckles walls without unorm
Here's the same game with unorm
I switched Katamari to UNORM and it didn't seem to have an impact
But there wasn't anything visually wrong with it in the first place
Its entirely based on if the game itself uses unorm
If the game uses srgb nothing really will happen I think
Baboo
@onyx apex any idea on what i could do for game optimization? Alot of bendy areas are intensive on remix
Is it just low fps? Or hitching?
Low fps
enable culling?
then you're probably gpu bound with the original game running?
Bleck
thats annoyng
im assuming this is the same issue as being cpu bound where theres not many solutions to it?
other than turning down your vanilla game settings and setting dlss ultra perf, no
damn
i actually did find a solution and it may lead into having one window?
or at least in idea
without breaking anything?
yeah
i asked it to visualy cull all geometry in the game window while still having it caputred and sent into the remix window
its not fully fps gain yet but its better for sure
im interested in the results
theroetically, couldnt we load the remix window as a small window then load the data as a texture in the og window? in a sense? wouldnt that bypass the need for a swapchain
and it could be below the ui layer
or is this wishful thinking
you'd still need a swapchain, even without, that's a lot of copies from the GPU to the cpu and back
even if it worked, would be painfully slow
best way currently is reducing rendering on the vanilla side, render the game ui on remix, make the remix window borderless and always ontop, and place the window on top of the game's
BetaRT does this
but unityrtx is not ready for single-window
the visuals are super inconsistent between games so having the original game window is important for validation
but please leave this feature to me
alright, sorry
no worries
it definitely helped performance a bunch to do this
ignore the flashing i keep walking through its head
i just forgot to hide that texture instance
if you can make this optional and configurable in the plugin ui, you can make a PR, but that PR must only include those changes, so preferably these changes need to be on a separate branch. I would like to have this be added as this will go towards that single-window mode
aye aye i will continue to work on it
a poc for now
i think
wait no i dont think
but it made a ui section
testing if it works
that wasnt that bad actually

conna try it on other games and build it to a branch
it works in other games but its not the same, but it does the same thing
branch pull request created
sorry if im doing things wrong in terms of github
Github is scary
it is
and idk if im pushing to much per pull request, i already see i gotta rebase the pbr thing to not have unorm
it does work in peak

im out of weekly usage now ACK
i will finally admit cgpt is better than claude for now
Have you ran out of weekly usage with GPT?
yes
this is unity but maybe it can help with lag in your game, asking it to cull everything in the game window while still capturing and rendering it into the remix window
@sudden seal forgor to ping
dunno how helpful itd be
๐ฅบ hello
hai

@onyx apex you can close the first pr if its only gonna be pbr thats being pulled, as im reworking the way it works
once my week resets that is
hi murray
yes
cool
was the patch released?
no
it means pull the latest changes from my repository and re-do your changes on top of that
no worries
I will on the 10th when I can
ask the llm and it should be able to do it pretty easily
Is not being able to mark stuff as sky intended?
Katamari would already be perfect if it wasn't so hitchy https://www.youtube.com/watch?v=MKNppLcSvBs
Hmm, wondering if this would hook to Easy Red 2 eventually
what happened why is it covered in oil all of the sudden
relaunching it just fixes it i guess
nvm
alright so both Dark revival and superliminal naked and completely covered in oil whos winning
Maybe textures are bleeding
no roughness is just too low and the normals are inverted again
thats a unreal engine game
looks like roughness is getting set to very shiny
Oh
Yeah after debugging turns out it was converting speculation weirdly
utrakill spoilers
now the per pixel pbr looks a little better but im still not happy w it in most places
such as this
ultrakill comes with per pixel pbr in the og game or r u making these?
using the vibe tool to make a per pixel pbr tool for ultrakill
ultrakill only has albedo
how is it able to automatically tell what the material is
it doesnt
ive been telling it to do color based
looks wack in some places with mostly grey textures
the textures might be being decoded incorrectly
if you can open the remix menu, go to Game Setup -> Parameter Tuning and then mess with the material options there
see which one is responsible for the incorrect look
we looked into it and teh textures are atlased in some areas
they do
but the per pixel pbr converter (mind you its not using any textures for pbr) cant corrispond names to shinyness like we wanted
i dont think remix likes babbdi
remix likes nothing
you have to switch cameras im sure
different cam it looks like. because those look like models the game uses in a different debug area
Excited for clouds 
Me too, I was very happy when I saw them 
iirc hakita mentioned it was all a special shader
I should mention it doesnt show up in captures for some reason 
Ive not actually tried fraud yet in UnityRTX I just assumed its mega broken
Time to see how broken 
Yeah portals just dont work visually and its super laggy, exactly what I expected
Got some nice glass going on here though
Fraud is perfect
translucent materials with diffuse glow and I dont know how to make it stop 
something I'll need to fix
some replaced materials diffuse textures just don't work fore some reason, even after manually assigning a new diffuse texture
This won't work for BepinEx IL2CPP x64 ? Is there any way to get it working with this version? Thanks in advance
il2cpp isnt going to work ootb, youd have to get the specific game to work with unity remix
Thanks. I was trying it on Easy Red 2, but it might not work with the shader model also
shader model/api doesnt matter with this
Sweet
its api agnostic
Ah!
youll just have to manually get it to work really is all
4-4 
Seems to be linked with textures ive manually assigned as Nearest filtering, the only ones that dont lose their diffuse texture are ones that are bugged and stay linearly filtered regardless of filtering setting
it might be worth updating unityrtx with the newer remix plus base to see if it fixes that
hopefully i can do that today or this weekend
Ill try that 
if you do, make sure to recompile unity rtx against the newer remix base, the API headers will have changed significantly
Baboo
My great grandfather died in the baboo mines during a cave in incident
Because baboo killed my grandmother ok?
Still getting constant 100ms hitches in Katamari, even when just standing still
since you have a modified version of unityrtx, you're gonna have to do some profiling to fix it
I've been trying to do logging of what causes the hitch but it seems to just attribute it to generic stuff like RenderThread.RenderFrame when there are frames in between that take only 5ms
does the hitching happen in the normal game window?
Yeah, it even happens in the game window when dragging it around. As in the window will temporarily hang when moving it
It all seems like there should be a way to get rid of it
sounds like a drawcall bottleneck?
the wrapper is more than likely getting exhausted
for whatever functions you added to the wrapper for il2cpp, try to move them off the main render thread
It's already hitching in the main menu with just a bunch of objects shown though and doesn't really get worse with more objects present.
I'll try that (I'll tell the AI to do it)
@onyx apex is the unorm upload in unity rtx as a release? or has it not been comitted to that yet
cry
Damn are those hashes
I didn't expect that Unity will have Remix, BUT THIS IS PEAK
Can You make a 32 bit version?
i dont know of any monobleedingedge games that are natively 32-bit
pretty sure that was a unity 5 and lower thing
cr looks like you have some pull request
well uhh, what about ILCPP2? when you will start developing it?
and when You will make the remix windows is the main one? (not in separate window)
I mentioned this before but, adding il2cpp support and especially games that use it is very difficult since its harder to decompile that code. As for making the remix window the only one, probably not until rendering is on par with the original game. Even if I did that now, i'd have to figure out UI rendering and input handling, which will vary per game
You can add an Option for the mod to load it in separate windows or just one windows
its nowhere that easy
for the reasons i stated already
i could make it single window without doing any of that but then you couldnt interact with the game at all
I'll be Patient
Sry I didn't read whole thread but I once made game window transparent so you could see through it and it was still catching input and second program was rendering. Synchronization was made through ring buffer between apps which wouldnt be needed here. Just quick hack idea..
Yes it's completely possible through the wrapper, but i am currently not interested in doing it right for the reasons stated here
#1446017925545857145 message
how many times will whats stated be ignored challenge
no, what I suggested is different approach but I wasn't clear enough.. you can actually keep ui as is in that transparent window which is taking input and render the rest of the game in second one below the "transparent"
also it is not efficient and just temporal workaround - quick hack idea..
still have to filter the game UI from the rest of the rendering, its easier to use the existing UI method my fork has
ok.. btw what is difference between yours and sparkles fork.. I feel like there is a lot of gold nuggets on this discord but somehow fragmented and hard to get whole picture of what is current state of community vs oriignal remix..
sparkle's fork is based off my unityrtx branch, with a few additions and features from other remix devs