#(WIP) Camera Proxy for RTX Remix
1839 messages Β· Page 2 of 2 (latest)
I'm gonna do it, bring mark here
It must happen
Idk I am pretty sure my DMC4 replacements loaded and felt more stable but I might be mistaken. I felt like gained some stability after I did. But it might be placebo. I only spent about 20+ hours on the other side of the spectrum as I saw it. I have yet to fully explore it
i promise, this is a longstanding issue
there are at least 20 games affected by it
barnyard is one of them
Yeah I have been told a lot of things this past year but here we are
that's not what i mean
if you wanna fix it, please do
but right now this is a limitation
I know, did not mean to come accross that way π
@late birch is there a possibility of shader based games having mesh replacements possible? If so how could one do it.
sorry, feel pretty sick rn so things aren't processing well lol
Very relateable
We were able to get at least one non FFP game to properly render with the camera proxy tool and you can get captures of it pretty cleanly, but getting replacements to work is impossible
DMC 4 Texture replacement analysis by claude:
Texture replacement is loading and working. Here's the breakdown:
Mod Structure - looks correct:
- mod.usda with proper lightspeed_layer_type = "replacement" header
- 39 material overrides defined in mod.usda
- 40 .dds texture files on disk (1 extra texture file, not a problem)
Log Confirms Loading:
- rtx.enableReplacementAssets = True (line 60)
- Asset search path set to e:\benchmarks\rtx-remix\mods\dmc4_pbrify\ (line 305)
- Remix scanned and found the textures β 8 of the 40 triggered mip-map warnings, which actually confirms they were
loaded successfully (just suboptimal):- 228F3B9165F3615A.dds
- 39CA148250E4D286.dds
- 61D9A9B937852BEE.dds
- 8EAE7E87146E2A98.dds
- A68476771E65B323.dds
- B3F032D0A726C50F.dds
- F686A8FDE62DC34D.dds
- FB9864D0C4407C8C.dds
No errors about missing textures or failed USD parsing β the mod loaded cleanly.
One thing to note: Due to the MT Framework hash instability issue, not all 39 material hashes will necessarily match
at runtime β only the ones whose hashes happen to match the current LOD/camera distance will get replaced. The
remaining 32 textures that didn't trigger warnings were likely loaded silently (Remix only warns about the mip-map
issue, not about successful loads). You'd want to generate mip-maps for those 8 flagged textures to avoid potential
quality/performance issues.
My GPu will run out of VRAM before I can provision the whole game this way tho
Oh btw were you able to see signs of hw skinning happening with your dmc4 camera proxy?
Not that I can tell. However I am not sure as to what exactly you mean I am believe it or not very new to this scene.
Hardware skinning, animated meshes properly deforming and having super stable hashes throughout
Whether Remix is getting correct animated character geometry for ray tracing?
Yes, with stable hashes to go along with
Oh, no I do not think it does. It looks very messed up currently.
It looks so sexy and messed up at the same time
https://github.com/NVIDIAGameWorks/dxvk-remix/pull/113
This one is interesting and might alleviate a lot of things. Shared to me by someone smarter than myself
You should add a NSFW tag to that
Why
Because it is sexy
Oh
I commited wrong version to git but "fixed" it now.
the experimental build didnt get pinned?
can someone send me the latest build in actions?
i cant seem to be able to build the experimental branch, can someone post the d3d9.dll here directly?
gonna try lego indiana jones with this maybe
or one of the legos
woah
another fused world view one and the texutres themselves are loaded on a rendertarget
lost cause p much
indiana jones js becomes a black screen when it happens
Does ue3 work
do you have mirror's edge?
I have batman
I have fixed some issues regarding imgui game input especially after concerns of it not working in FNV and the likes of it
Prince of Persia Sands of Time now responds to imgui menu input 
please tell me i can download this
i need it
The answer is no
So it's just the Lego movie that renders, albeit incorrectly and the fact that textures are all messed up?
yeah
the game renders, but no textures and alot of missing geo
or well
no proper textures

(WIP) Camera Proxy for RTX Remix
What is the hotkey for the menu? Wasn't working for me the other day
the hotkey changed to F10
What is preventing mesh replacements from working? Are the mesh hashes unstable when vertex shaders are being applied?
(Disclaimer: I haven't looked at the vertex shader capture stuff in a long time, and even when I did it was just skimming over code written by the people who actually know how this stuff works.)
The mesh hashes appear to be stable when rendered through the vertex shaders but when loading up the capture and attaching some replacement meshes. The expected replacement won't appear
It could be that the hashes change upon restart?
ah... I believe vertex shaders aren't applied to replacement meshes, so if the game uses vertex shaders to apply the world->object transform to the mesh, then all your replacements are sitting at 0,0,0 instead of wherever they're supposed to be. I think other vertex shader based games have run into similar problems
It might be possible to change that - our vertex shader support is pretty bare bones, and I haven't ever looked into what we'd have to do to make it possible to pass our meshes into a game's vertex shader. It'd probably require some game specific code tho, presuming the vertex shaders take custom input formats
if the meshes are sitting at origin then that means it's not going through the vertex shader and aren't being placed into the world through local space -> world space
That's tricky
yeah - either we need something to pull a world->object transform out of the vertex shader's uniforms (tricky, and doesn't handle all the other things a vertex shader can do), or we need to pass the replacement mesh into the vertex shader (also tricky, since we need to convert our USD mesh replacement into whatever format the vertex shader expects)
we can't really tell what a specific vertex shader does, it's hard enough to get the required matrices from a game already for it to render, I can't imagine how to push custom objects into the original vertex shader pipeline and then be able to render it properly
Is there something that maybe we could figure out on our end?
Regarding the replacements to work?
first 2 matrices are one that has moving camera from player
im probably missing something but also btw its arma 2
Looks off, did you check the pins?
Yep that can't be world
Look into the list of shaders, and then move the camera around, standing still
You should see some hints of specific shader names changing color
Beware some registers might contain values for skinning bones etc
These are just always changing no matter if you're still or moving
"shader names changing color"?
The list shows which shaders have their values changed recently, either though a faint red color change and the addition of [changed] at the end
How are shader model 3 games with this proxy?
Shaders use the camera matrices for their own vertex shader functions, can't tell exactly what it's doing
So it's probably getting confused from the origin?
Yes, the auto detect deliberately shifts between different constant registers to try and match what 4x4 floats "look like" correct matrices
In the end you should self configure the correct matrices manually
Auto detect is just there to give an idea if it latches onto a correct one by itself
So you have to lock it somehow?
Reminds me trying to use cheat engine
Lol
Jump. Floats. Mov
it has changed cameras but it doesnt have moving cameras for active one it doesnt say its changed
Yes through the ini
the one that says active is the default register that is present. All the other shaders need to be carefully examined
It is impossible to not have some shaders hold the correct values
Can you show the camera tab for a sec?
green ones are moving cameras
OOPS
This looks good
Might be a world matrix
No projection detected yikes
I see you're using an older version of proxy
nope
Mind if I send you the latest one in DM?
It's from another branch
go on
Oh hey the projection matrix works
Does the view or projection change when you look around or change FOV?
projection has fixed value
view still changes
oh wait projection DOES change when fov is changed
Can you turn off world transforms? In the remix menu
Yes, that's from the game
That means the tool is working somewhat
,
when i select one of texture to ray traced camera it turns to ray traced but very wonky
That's enough arma 2 for today 
i have to reset game each time i screenshotted since it will cause annoying scrolling problem on remix menu
MVP?
Nvm, it's a dud
@turbid burrow what other games do you have that are running on shaders
arma armed assault ,Ghost recon advanced warfighter 1,2 and future soldier
future soldier did work with extended support shader branch but crashed once the game started
Advanced warfighter huh...which one of the ghost recon games had Ageia Physx support ?
yup
Think it was the first 1, saw a demo video of it. Pretty insane physx demonstration
future soldier still crashes :(
Even with normal remix?
never tried it but it had sm3 dx9
graw 1 did work with normal remix way before but has weird issue
im going to try it again with proxy right now
im trying virtual sailor now but it has issues with ui not being working
it should be look like this (took from google) but it doesnt appear even i tagged everything as ui
If the game is already sending FF compatible SetTransform calls then there should never be a need for proxy to interfere and disturb the original rendering
Guh i never put down any checks to detect such thing
able to make to get lighting from sky but it has flickering-like issue ( light is constantly changing what does it do is like flashing but way slower) from the game
Which game is this?
consider printing the commit and full path for the game exe at the top of the generated log file so you have less troubleshooting
Good idea. I'll likely have to do that tomorrow
Feedback for this type of stuff is a must
arma 2
This does look a little better than yesterday
yes
i did achieve similar thing before but no sky being present
at the moment im trying to address the flashing problem
You could show me a video of this + geometry hash debug view
Makes it a lot easier for me to judge what the game might be doing
i cant do it without remix being moving itself after doing that
π
@minor hazel
The sun is leaking π«£
working on a live shader asm viewer and shader analysis tool. eventually i would want this to be able to patch vertex shaders, though it's a little advanced
Neat
The assembly viewer sometimes might show or reveal the location of required matrices btw
If this goes according to plan
π
I will also try to implement a basic RemixAPI support to forward any lights etc captured from the shaders to remix
π
EHEHEHEHEHEHEHEHEHEHEHE
Finding matrices just became ez π΅π΅π΅
siiick
most of the dx9 games I've looked at with renodx have the constant names left over
wonder how well dishonored would work with remix now
Though I'm noticing a lot of combined matrices, I currently don't have a universal decomposition method for combined forms
much to our frusttration
Guitar Hero World Tour with the Definitive Edition mod only gives a black screen
Are you able to go to the texture tab and select anything
yep thats black all right
*uhm acktually π€ *

Back to the gmod mines to you
Wrong chanel
anything but that pls
Fine then to the unity api mines to you
yeah unity needs some love
As your watcher
A. Is it worth it for whatever you have planned
B. Is it gonna stress you/burn you out
Im like Jimeny from puss in boots
A. nothing planned yet, i need to look at whats needs the most attention first
B. probably not
Ok
@sick mesa we might actually be cooked with some games
How come
Some games only ship with View Proj or MVP
Like
They think they were cool
Like the Stanley parable
Yee
What needs the most attention and probably the easiest to do? From my constant going back to it would be texture titling correctly, the most attention that isnt the easiest is still missing geometry
Damn it
Decomposition requires one of the two things to extract the other. Like I said before
Unless
Auto detect finds it
Which doesnt happen in tsp
yum
the world matrix seems to freeze alot tho
Did you find only VP or was there MVP?
how do i fix this? C:\Windows\System32>"C:\Users*****\Downloads\camera-proxy-shaders\camera-proxy-shaders\do_build.bat"
The system cannot find the drive specified.
The process cannot access the file because it is being used by another process.
The process cannot access the file because it is being used by another process.
The process cannot access the file because it is being used by another process.
The process cannot access the file because it is being used by another process.
The process cannot access the file because it is being used by another process.
The process cannot access the file because it is being used by another process.
The process cannot access the file because it is being used by another process.
C:\Windows\System32>
It's in the start menu
what
Trust me I just don't use that
i will test dark sector soon
havent achieved anything yet still need to check more
ray trace able in certain angles but unstable af
You can see VS shader assembly for identifying important matrices layouts
In shader tab
I've also added a very initial auto decomposition logic for combined matrices such as MVP, MV, or VP
configure them through the ini
(I'm still updating the proxy constantly so these updates are not part of current release still :/ )
(I need to make proper instructions some time later and documentation)
This is all updating too fast so I apologize π
lmk when new one comes out
There will be a release build for that + instruction and technical detail π
i cant get it working
Dolphin.exe?
yes, i was trying to remix gamecube games
Show camera proxy log file as well
there isnt any, do i have to install it on the main folder instead of .trex folder?
Wowwwww and not tux racer?
fake fan?
no, im not trying to remix tux racer since its almost impossible now
cause its an opengl game that uses display lists
dw im also a fake fan
Yes, place it near game or emulator exe
What version are you using atm?
version of rtx remix or camera proxy?
Both
rtx remix: rtx-remix-for-x86-games-3c59202-1095-release camera proxy: 0.2.0
If there's a camera proxy log then that would be helpful
now it has camera proxy log but the rtx remix bridge is still logging the same thing
Does it work with remix alone first? Because the camera proxy logs suggests it's working correctly
Just that bridge fails
For proxy to work, either you can use without remix first to see if there's any info being extracted
yeah, the camera proxy works perfectly i think
i found out that if you go super far in unity 4x games sharedassets code you can find the shaders just... laying there
i remember the rtx remix runtime worked fine on the x64 version of dolphin
looking at it its split into different rendering so like: "opengl, d3d9, d3d11, d3d11_9x"
@cedar hazel I need advice, I'm trying to do an initial remixapi setup and trying to compile but my dumbass forgot it's for 64-bit only π. Meanwhile my proxy only accounts for x86 (to be compatible with 32bit games)
xoxor4d handled this 
oh its already merged
should just work then?
i've only used the API for x64 myself so i havent touched this at all
tried outlast when in certain camera angles can ray trace but also its unstable af
It seems that setting client.DirectInput.forward.mousePolicy and
client.DirectInput.forward.keyboardPolicy to true in the bridge.conf had fixed the input issue with the memory scanner.
Use the shaders tab, currently it's not ray tracing
There you must look into the VS shaders to see asm editor, sometimes it'll tell you the registers for a particular matrix
Look for anything in the assembly editor that looks like
Projection
Model (localtoworld)
View
Viewproj
Modelviewproj
Modelview (localtoview)
@minor hazel where's the latest build?
please try experimental branch to compile it on your end, I'm trying to make remix API work atm
hm
gettin errors building it
C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Tools\MSVC\14.44.35207\include\filesystem(12): warning STL4038: The contents of <filesystem> are available only with C++17 or later.
d3d9_proxy.cpp(2899): error C2039: 'filesystem': is not a member of 'std'
C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Tools\MSVC\14.44.35207\include\fstream(20): note: see declaration of 'std'
d3d9_proxy.cpp(2899): error C3083: 'filesystem': the symbol to the left of a '::' must be a type
d3d9_proxy.cpp(2899): error C2039: 'create_directories': is not a member of 'std'
C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Tools\MSVC\14.44.35207\include\fstream(20): note: see declaration of 'std'
d3d9_proxy.cpp(2899): error C3861: 'create_directories': identifier not found
d3d9_proxy.cpp(2905): error C2039: 'filesystem': is not a member of 'std'
C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Tools\MSVC\14.44.35207\include\fstream(20): note: see declaration of 'std'
d3d9_proxy.cpp(2905): error C3083: 'filesystem': the symbol to the left of a '::' must be a type
d3d9_proxy.cpp(2905): error C2039: 'create_directories': is not a member of 'std'
C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Tools\MSVC\14.44.35207\include\fstream(20): note: see declaration of 'std'
d3d9_proxy.cpp(2905): error C3861: 'create_directories': identifier not found
imgui.cpp
imgui_draw.cpp
imgui_tables.cpp
imgui_widgets.cpp
imgui_impl_dx9.cpp
imgui_impl_win32.cpp
Generating Code...```
it's alright i'll just leave it for now
Hi, we've moved to another account for the repository so actions builds should work now
cool
is that shader tab part of the experimental branch?
with this branch
smooth frames yay
placeholder2
Those are lightmaps
Oh F, dies tagging them as lightmap or ignore texture does anything for you 
It renders nothing when i ignore them, and tagging them as lightmaps does nothing.
lost cause ig :/
Could it be possible to disable lightmaps from the game side maybe?
Not through remix, cuz it's not letting anything render properly
I've tried that with the other games (and this game ips), and it did the same thing.
Pretty sure i got the ccrrect matrices, although the UV warping in this game persists.
Yep looks okay to me, does it work with auto detect or were assembly editor comments helpful in locating them through the shader tab
Idk how to address the UVs, the rest of the rendering depends on remix to intercept shaders and make use of them
The editor comments were more helpful.
I wonder if Nvidia tech demos work π
subnautica!!!!
made a custom build for X64/let AI create a custom build....
(compressed to 10MB videos)
Holy shit
da runestorm game
@midnight jewel use actions build from here, I see you have old version #1471158923842158755 message
no way
we want rtx for this game
We might need x64 support π€π€π€
should be Updated Now
also (still made with AI)
https://github.com/Digitalgaming1/camera-proxy-X64
how is that ocean effect even working in remix?
More
How is the sky working almost perfectly with remix?
like i was expecting the water shader to be fully broken and needing replacement
Wha
just needs real time caustics
@midnight jewel sorry for the ping again but can you show us debug view, geometry hashes
For subnautica
I Noticed some stuff randomly becomes stable and unstable even when moving
like the lifepod flashing A lot before i started recording same with the water
But turned stable after starting to record
Very unpredictable
Just added x86 Remix API in the shaders branch (just got to initialize and be running along with the camera proxy now), as an experiment I hope to get lighting data from shaders and send it to remix directly using it
If you guys have any idea how this could be leveraged with the RemixAPI do let me know
can you give some example scenarios where this would be useful?
struggling to visualize it
Getting lights from shaders is beneficial in 2 parts, one being emissives (i think) and the other being the fact that there isnt really any way to add custom lights
Since replacements aren't possible, we could potentially have some level of control over mesh replacements
(If it's possible but I'll check)
Still wonder if its possible to make a mesh/textures to remix api (probably not)
i don't think it is
Probably, if it can be forwarded then setting up replacement textures should technically be easy
But api lights seem to be the most logical step and as a test. Since we can't add lights why not just pull lights straight from shaders (if it is exposed that way)
Current implementation for capturing lights depends on FFP lighting patterns, this will work for some simpler games where lighting data is predictable enough to be forwarded to api
But shader based games store everything in the constant registers, so just like assigning manual register overrides. We need to have register overrides for lights, color intensity etc
The fuck
the distant light still has the same issue
Yayy
Oh what issue
Ah fuck
I think the way the other lights move with camera
Even without the API lights
Might be tied to that
I don't know what's causing it
we wouldnt have the issue if we didnt have to used fused view
if the game didnt move around the camera
Instead the world is moving around the camera
thats whats causing the issue
using world view renders nothing
using fused view renders everything but the sky moves
And no fused world works but camera moves right?
could you rephrase?
What I mean is that without fused world view, everything renders correctly, except for the fact that lights move around with the camera. I know what to fix though
I might be setting the lights up with view instead of world space
without the fused view (not world view) nothing renders
Might be a quirk with the shaders branch in particular because with experimental branch you said it didn't need one
well
world transform does it too
sorry
idk how to explain it well im not an expert on the cause of it
wede preferablly want no transorm at all so we can also set up anti culling
as in the setting
sorry my pc crashed
@vernal charm gonna move this over here, do you have any idea on this at all?
oops
forgot to reply
i wonder if i could have more animation presets added
menu a little jank but i can improve it later on
I think the rtx menu could do with a redesign. It looks like osmething from the Hl2 era.
Welp, back to refining combined matrices further. I can mess with api when it's viable to use them with shaders etc
Filter options in the shader tab should be expanded to allow you to search for keywords within all the current shaders or the currently selected shader.
yes
Lego hobbit?
LOTR
Oh, cool
Night vision
π no gta v
That's the forbidden game, it simply cannot work
Btw, can y'all let me know when you do get results with this proxy, does the fallback light always follows the camera?
as in the sun moving ts
Yee
thats probably the world transform setting in view mode
even that didnt work so
Do you get the same thing with the older lego titles? I know someone got Lego Batman 1 to work but the textures were warped there too
No. Batman 1 doesn't have that issue, nor does anything else on the first engine fme. it's only post indiana jones 2 where the issue comes present. (and it's for pretty much all games past that point)
This may sound a little stupid, but as a temporary "fix" for the issues revolving textures, would it be possible to have an option to "mix" the raster input of the game with the remix renderer? (setting to white material textures on Remix's side) - Kinda like remix if it was reshade. (this would probably not work in some cases where the game uses pixel shaders for stuff, but it'd be cool to see)
I'm sorry but I do not understand how rasterized results could coincide with remix
https://github.com/RemixProjGroup/camera-proxy/pull/114
Just tested and it works
I mean't that as in mixing a screen sized render target (rasterized target the game outputs - there's a few of these in the texture catagory) with what the Remix renderer outputs (ignoring cutouts and whatever else that may look off, on Remix's side).
It's like mixing both of these images in real time as a post processing effect.
yes
This is somewhat hacky but logically sound enough to might work
#showcase message
Do you think it'd possibly fix that?
Maybe, but it'd probably look weird in some places.
Damn
@trim thunder would it not be feasible to have this option exposed in the remix runtime instead of the proxy?
I've researched about this request and it's a sort of compositor that'll function as a colour blending overlay. I will implement this in a bit and test it out but just asking if it could instead be requested on the remix runtime side
Since the proxy is more for camera stuff i'd see it making more sense not there.
Alright. I'll add this
will use remix API to accomplish this probably
Well the textures are still broken on all lego games either way unfortunately, Just tried it on LS TCS with the latest (vanilla) Remix and it still has that weird texture bug. Plus the lightsaber hilt is invisible.
Well i just fixed it somewhat, checked the lego batman section and forcedshadermodel set to 1
(I may have left the old v0.2.0 experimental branch name tag in this version
)
It's a refinement over the base 0.2 version. Also some remix API based quirks
what would be new for Prince of Persia?
Will work on that on the weekend as it requires game specific profile to be created
Especially the anti culling logic and wide-screen support
wide screen would have to be done for PoP 1 and 2, and the anti culling for the 3 games
I don't have all of those games π

Does "run with remix" mean run with the toolkit or the runtime? I'm not at all familiar of how Remix's API works.
If it's within the remixapi stuff then yeah that's the API
if anyone has problems with remix api not working or seeing "run with rtx remix" then you need to edit bridge.conf inside the .trex folder of remix and enable exposeRemixApi = True like so: https://github.com/RemixProjGroup/camera-proxy/blob/main/.trex/bridge.conf#L1
It gives a runtime error on startup when i do that.
can you show me logs for camera proxy and remix api
very odd. And this worked before on the old experimental build? This shouldn't happen
[19:34:40] remix_api::init() calling bridge_initRemixApi...
[19:34:40] result = 0
[19:34:40] CreateLight = 70B37490
[19:34:40] DestroyLight = 70B38780
[19:34:40] DrawLightInstance = 70B39040
[19:34:40] g_initialized = true
So the proxy does initialize remix API but fails elsewhere, might be better if remix runtime logs are shared as well
I hadn't tested the API stuff on that version
[19:34:45.664] info: No winproc detected, initiating bridge message channel for: 00000000000C0BF6
π
i can't really pinpoint what might be causing this now
Js like dolphin
Does this happen with all of the games?
It didnt happen with mgrr
Any other ideas of what could be done on my end to debug the runtime issues?
What have you tried so far to get rid of the issue?
I've done nothing so far besides look at the logs, and give them to you.
I've thought maybe installing another version of the Remix runtime would fix it, but i sort of doubt it.
oh well in that case you can try and change the runtime but i too doubt it's the correct way to address it
so far i have no clue as to why its crashing now
Which DXVK-Remix version did you test this on?
i don't test it on remix sorry, no RTX access
but maybe @sick mesa can fill you in, as most testing is done by them
Hi
@sick mesa we need lego LOTR tested for crashes
Unfortunately i tried this on dolphin which has the same issue (but on 64 bit) and it doesnt work
I dont have that
Never used RTX remix on the RTX remix server?
How's the Lego marvel games
i did but PC is unavailable now
Bad
Dang
Js like the Lego movie the video games
Yo
@minor hazel do you think the raster overlay code is casuing issues?
I bet undercover is bad too
might be, but its disabled by default
Cuz i tried mcsm and its also flopping
@trim thunder check in the end of camera_proxy.ini for rasterblend options if its enabled?
How do you find the right cam in this
Luck
If auto detect doesnt work
Luck
Ah
Or checking the decomp code
i need to learn how to mess with decomp, as you can edit the shader instruction in runtime
Can you use cheat engine to help find it
The tool has a built in decomp
Ok
It was enabled.
Setting to 0 still gives the issue.
Oof
Why not put the proxy in remix ui
i will try to fix the crashes, i wonder if its just with this game or others too
not counting dolphin because that was x64 version
Does this also detect missing geometry by cam
i think some games render fully when it comes to meshes, but that depends on remix to interpret Vertex shaders properly
No way to put an interpreter in the cam?
i haven't tried to do that, and im not sure if that could work
K
the premise of this tool is very simple, either the proxy can locate and latch onto correct data that can be sent to remix or you have to find it manually using the shaders/constants tab
Lego HP years 1-4 doesn't crash on startup
Can you test on the side?
How many rendertargets does it have
Where do i find that out? (please excuse me for my extreme stupidity (as i literally mentioned this when i suggested a render overlay) but it's 10am and i've yet to sleep)
Js check the texture tabs
I like how targets are like pointers. Reminds me of trying to make a cheat trainer
Ive noticed it has issues with games that have a rendertarget other than the main detected camera
Or thats my hunch anyways
11
This project is giving me motivation though. Thanks for making it
you shoul uhmmmm, make an opengl translator for wolfensteins sake /j
Actually I was trying to update the opengl to 4.6 in gl direct source but ai is being stupid
How do i fix Remix capture: missing in the raster overlay tab?
Directx 9 uses old vertex shader code. Tried updating it too
With sdk
Directx 9 is a name. It's code is where the problem is
can you SS the menu?
That's like trying to convert dx5 to using vertex shaders that 9 uses
that means the handle where API gets the final remix rendered frame cannot be detected, this raster overlay requires both game raster (normal) frame and the remix output frame for the compositor to work. afaik @sick mesa showed me quite a few images from minecraft story mode but all very pretty mid results tbh
Problem is we couldn't know for sure if remix capture was missing because the menu wouldn't open
For mcse
yeah
It seems that using an older version of the runtime (the version i used with HP) fixed the crash on startup issue with LOTR, however there isn't a remix capture for this game either.
which version
bailey we could use mgrr as a test bed for raster overlay testing
remix-1.3.6+eb34ad80
just to see if raster and remix captures are present, that's it
how would i find that
through the menu as shared in the bread bird SS
ok
Could it be possible for you to make it to where you could inject manually through the hash maybe? This does look like one of the games frame buffers in the ray traced render target tab.
hmm, yes i can try that
give me a few tries i can get it to work like you asked
I do wonder where the blue and pink color are being picked from. Because only this demo properly sends the right data for the shader lights detection method
Shadows aren't moving either
What
Don't what me, deliver
I am still trying to figure out why this is not reproduceable
Im whating you on what ypu mean the best this have to offer
Asides from my shitty instructions
This group has the most intimate knowledge that is, imo
Do you think I am interested in myself and my own findings?
Shrug
Jeez man its not that deep
I mean, I don't think any of us are experts when it comes to this sort of thing. I know I am just throwing stuff at the wall and seeing what sticks.
Yeah
We think the person woth the most experience is xoxor but hes not working on this
Xoxor for sure is probably the most knowledgeable, although saintMath has been doing some rather impressive things as well.
This is true
Known from personal experience
They are 2 titans of their fields
Really appreciate saintmath too
He's a hero in my eyes just for KOTOR alone working, and I know he's helped you out quite a bit with RTCW as well.
Not to mention a decent few other projects as well.
why are you being so aggressive and unpleasant? it's completely uncalled for
fwiw we greatly appreciate the base work you did to make this wrapper possible, but there has been a LOT of work done on top of it. cobalt has been working on it in all of his free time to get it to the state it's in. it's not okay to dismiss his work and it's not okay to be as rude as you are in this chat to others either
The built in matrix detection isn't the best imo, but i kinda expected it.
fme it's sometimes easy to just tag the matrices manually, as the comments can help alot to find them manually.
The overseer kinda sounded like an evil supervillain name.
Camera detection in its current state can almost accurately tag "only" separate World, View and Projection in its uncombined form. Whilst some matrices do fuck up the detection because those are related to weighted meshes or bone animation related system etc.
But if a game is using combined forms of matrices then it's near impossible to do automatic detection properly, even though I've tried setting up some methods. But they don't work as intended
π€£ just noticed the typo
im not interested in working on this anymore longer tbh
i really wish i could support the developement but i'd rather not
the source code is well formatted now in the shaders branch, im sure anymore with better skills and free time can improve it.
did you make a list to give an idea what could be improved on github?
would be a nice merger though for remix but if it isnt getting no more dev i see no point
camera pos detection and MVP combined matrices decomposition would be ideal
i wonder if cr could do something with this since you're stepping away from it
they could combine it with thier fake cam logic
you can fork from the github and take a look at the project yourself. see what works for you
i am still very much interested in a universal UE3 remix compatibility mod
should be doable
The real typo is me being in there
My apologies,
I did not mean to come forth this way.
I guess I just expected more.
The thing is that I did all of this while I was absolutely shitfaced. True story.
I very much expected you guys to supercede me in every form and manner.
There is some really crazy talent in here. In this forum.
doesnt even matter nobody is actively working on it anymore
On the camera proxy?
no
Oh. I defintely need to give that guy shit. Bro needs to continue the mission.
So says you
You guys are all this world has when it comes to these matters. And now you are going to tell me the guy who did all of this and you guys included are just going to stop?
Yes actually
I am
Noone here is required to work on anything, period, full stop. If you think just because someone starts something that they are binded to said thing till its done just to have it function then I have a wake up call for you, this is a group of volunteers, not a paid job where there is a quota, burnout is a real thing, someone shouldn't have to do something if they dont enjoy doing said thing
Comma central
But whatever
I hear you on the burnout thing. I respect that.
So he quit
That does not mean the mission is dead
Not this project
Then why dont you pick it up
Just the whole thing in getting rtx to work with eevry game there
I would if someone will explain to me wtf happened since I last was here.
Like what is with the mood
Stress
Its caused by repeated failure
The issue at hand is that mvp never worked, and the world moved around the camera instead of view versa
I am just not understanding. I mean I hear you. I understand your words.
No matter what was tried it didnt work
As well as x64 games just not working at all
Ugh. That was an issue with what I am working on as well. Still is with half of the games I am testing.
^
And for that reason you all made him depressed?
So where is the pressure coming from?
His own accord
I see
The inability to fix it
I mean, keep in mind it is open source, so anyone can still step in and try to figure it out.
Yeah
Ok so back to just me thinking it is very possible.
I will welcome your testing at some point in the future if you should desire to participate.
im always willing to
I am sorry for my hostility as you call it
I am just not thrilled my bro isnt here anymore
The reason I can do the things I do is because my day job is utterly ridiculous. I don't even know how to explain it. It is expected of me on a daily basis to just make things happen. My employers are ridiculous. No excuses. No pointing out things. Just make it happen.
I believe you because if you are in here you sure aint having no normal job haha
i run 2 whole jobs to make things work lol
I don't even know what I am anymore. Everyday it is do this do that. When you can do things they make you do everything. I guess its the same for everyone in here.
yeeep
my only enjoyment is js being able to see things work
which is why i test
theres no enjoyment in making things work by ourselves so thats why we dont do stuff ourselves
I will give you access to my pc and my claude code in the next two weeks.
And so we live for other people. Making all their dreams come true.
yeah
I never claimed myself that there is an universal proxy for these things but what one can do is handle them one at a time.
right
The very basis on which these things started was that I was told by persons and deep research AI that this is very much impossible.
Impracical is a better word for it
yeah
imo the steps for this would probably be
mvp stuff and then the world stuff but maybe you have a better plan
Imo if you really want to make your time count identify the most commercial application of this thing.
the most commercial application would be dx11 games trust
Yes that makes a lot of sense but DX11.
Is that whats the standard
What we must aspire to
nah rn i think dx9 games is just the basis we want to aim for
Would be so nice if Nvidia would help us.
I know that they already have this tech. Instead they leave us out here to figure it out ourselves.
yeah
I'd argue even if nvidia decided to chase after shader and dx11 support, it would once again have to be game specific given how many factors there are with working with shaders themselves
so tl;dr it would still be a monumental effort even with commercial support
the more viable approach (imo) is adding direct remix api support and intercepting any engine calls for geometry, materials, etc
it skips graphicss api stuff like dx11 or even dx12
it 100% would have to be
kinda like renodx
yeah
^
no? remix is open source
the only way they would commercialize it is if they had to NDA a specific version of it for a game they would release commercially
but i dont ever see that happening
Remix Api wouldnt work for my initial interest which was DX6. I would need to learn this.
it works for anything regardless of API, but you have to RE an entire engine for it to be viable
not self plugging but its already been proved to be possible
#1446017925545857145 message
I once again resort to me saying they alreasy know how to do all these things they just dont care because it isnt worth their time.
do sometimes wish that nvidia kinda focused on the remix api stuff
feels like they're really tried to make things as accessible as possible which is great but to the detriment of stuff like the remix api
-# though I'm 100% talk out of my ass
i've heard better api support is in the pipeline
dont remember who said it though
i have my own fork of remix for better API support for unity rtx for texture upload and stuff
Its easy to judge but if you had all the money in the world would you care? I would like to say I would but thats idealistic.
I really wish I saw that before I started my own thing. Oh well so we learn.
I'm mostly just talking out of my experience with renodx
granted renodx is mostly built around adding hdr to games but the tooling and community surround it is incredible
I never did take the time to compliment you on that. Some stand up work you did there.
Hats off
Rs
MGRR remix api when
Please I need this
i dont know the platinum engine at all π
even if we had all of the resources like unity, it would probably run into the same pitfall of getting the smaller stuff working
like integrating the remix renderer into the original window, HUD elements, particles, etc
getting something working is one thing. Making it look good is a completely other matter. It is a lot of work.
RE'ing engine stuff would be 90% of the work for the remix api
so getting it working via shaders would probably still be easier
Replacing light sources in a rasterized world is al lot of work
are yall still getting camera matrices from shaders or did yall find engine signatures/offsets? for mgrr
From shaders I think, some dude who mods mgrr told us the camera offsets
π
Registers
what about vertex data
cuz if thats easily findable, remix api could be alot more possible than i thought
I belive its in the decomp but I dont know
is there a github?
I think
glad someone is hopefully picking this project back up or am i wrong?
God forbid on the existing methods because if those amounted to anything it would have been done by now.
not at the moment, im just interested in mgrr
I do wonder what happens when you give someone as obsessive as you on that thing your treat.
Like would you just go on and pursue the nex thing that intrigues you or would you consider putting that obsession into something else?
i think the point was already made here, we choose what to work on when we want
I said i was interested in it, didnt say i'd start working on it
If it is a possibility you would start working on it right now dont lie
no because i already maintain a massive project and i'd prefer to be working on that for a sufficient amount of time so i dont burn out working on others
i'd appreciate you stop criticizing others on what they work on. If you're unhappy, make the change yourself
pretty much every project here is open so nothing stops you from making a fork
I don't do forks I make my own
How much more possible? Is it something like unity rtx or moreso like something xoxor would do (by that I mean a direct modification or a workaround)
But anyways no disrespect meant
it would probably better to do it with xoxor4d's compat mod base since the game is already dx9
Would be cool to see but do be aware I was told not everything inside that decomp is complete, just the important stuff
to get started it would be the two things i mentioned, camera stuff and geometry
if i get around to it, ill see if it has the latter
aye aye
not beggin ya to do this either, hope im not like sounding like im pleading for my life here
nah you're fine, wasnt getting that vibe at all lol
i appreciate that you don't intend disrespect but the things you've said are pretty upsetting to read. these people put months (in some cases years) of work into these projects, and as soon as they stop they're being pushed and pushed to continue as if it's wrong to stop at all
please π try to get out of that mindset and stop pushing it because it's not okay
Cr I lied theres also this https://github.com/Aura39/Rising-ShaderDecomp/blob/main/shader_dat/ps/deferredspotlight.fx
Well
Thats the decomp I mean
sweet
looks like they just ran it through a decompiler
still helpful though
Figured it out just needed to spend some time going through it all will upload a proper guide soon.
@quick scroll ?
Has anyone tried STALKER:GAMMA?
It was incompatible a few years ago but perhaps this unlocks it?
Stalker anomaly should be a better candidate
id settle for that
have you tried marked one?
We did, the old alpha builds work the best
The trilogy has very broken visuals
Anomaly didn't hook at all
But then we got around to fix it but still very broken
As broken as the trilogy
#showcase message
@exotic lance
Check this out
is there any 64 bit build of this?
everything inside .trex is 64 can be dropped into the game folder and it'll work
Though you might havev issues with inputs
im asking for proxy btw
same deal
everything inside the .trex folder is the actual remix
The dll outside is just the bridge used to translate 32 to 64
So if you drop trex directly into the game folder, it'll use the 64 dll
no
the proxy doesnt work well with 64 bit games
Well this is A bit out of date but it works for x64 Games
a
idk why, but now every time i open the camera proxy menu everything becomes black
got it working
