#(WIP) Camera Proxy for RTX Remix

1839 messages Β· Page 2 of 2 (latest)

thorn hedge
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@vernal charm you can't replace assets in games where geometry is rendered through vertex shaders

minor hazel
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It must happen

vernal charm
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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

thorn hedge
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i promise, this is a longstanding issue

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there are at least 20 games affected by it

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barnyard is one of them

vernal charm
thorn hedge
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ablobsigh that's not what i mean

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if you wanna fix it, please do

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but right now this is a limitation

vernal charm
minor hazel
thorn hedge
vernal charm
minor hazel
vernal charm
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DMC 4 Texture replacement analysis by claude:

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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.

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My GPu will run out of VRAM before I can provision the whole game this way tho

minor hazel
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Oh btw were you able to see signs of hw skinning happening with your dmc4 camera proxy?

vernal charm
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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.

minor hazel
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Hardware skinning, animated meshes properly deforming and having super stable hashes throughout

vernal charm
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Whether Remix is getting correct animated character geometry for ray tracing?

minor hazel
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Yes, with stable hashes to go along with

vernal charm
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Oh, no I do not think it does. It looks very messed up currently.

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It looks so sexy and messed up at the same time

sick mesa
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Captures

vernal charm
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You should add a NSFW tag to that

sick mesa
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Why

vernal charm
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Because it is sexy

sick mesa
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Oh

vernal charm
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I commited wrong version to git but "fixed" it now.

dense arrow
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the experimental build didnt get pinned?

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can someone send me the latest build in actions?

formal linden
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i cant seem to be able to build the experimental branch, can someone post the d3d9.dll here directly?

minor hazel
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This is what we tried with barnyard, so it's experimental

sick mesa
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gonna try lego indiana jones with this maybe

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or one of the legos

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another fused world view one and the texutres themselves are loaded on a rendertarget

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lost cause p much

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indiana jones js becomes a black screen when it happens

atomic plaza
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Does ue3 work

minor hazel
atomic plaza
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I have batman

minor hazel
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someone plz try lmao

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this might be hardcoded for mirror's edge though

soft osprey
minor hazel
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I have fixed some issues regarding imgui game input especially after concerns of it not working in FNV and the likes of it

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Prince of Persia Sands of Time now responds to imgui menu input steamhappy

maiden furnace
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i need it

sick mesa
minor hazel
sick mesa
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the game renders, but no textures and alot of missing geo

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or well

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no proper textures

minor hazel
minor hazel
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(WIP) Camera Proxy for RTX Remix

dense arrow
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What is the hotkey for the menu? Wasn't working for me the other day

maiden furnace
dense arrow
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Sometimes f10 will not work

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But remix will

late birch
minor hazel
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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

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It could be that the hashes change upon restart?

late birch
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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

minor hazel
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That's tricky

late birch
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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)

minor hazel
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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

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Is there something that maybe we could figure out on our end?

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Regarding the replacements to work?

turbid burrow
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first 2 matrices are one that has moving camera from player

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im probably missing something but also btw its arma 2

minor hazel
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Looks off, did you check the pins?

turbid burrow
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it has fixed value

minor hazel
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Yep that can't be world

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Look into the list of shaders, and then move the camera around, standing still

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You should see some hints of specific shader names changing color

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Beware some registers might contain values for skinning bones etc

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These are just always changing no matter if you're still or moving

turbid burrow
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"shader names changing color"?

dense arrow
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So shaders are swapping between cams?

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Confused

minor hazel
dense arrow
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How are shader model 3 games with this proxy?

minor hazel
dense arrow
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So it's probably getting confused from the origin?

minor hazel
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Yes, the auto detect deliberately shifts between different constant registers to try and match what 4x4 floats "look like" correct matrices

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In the end you should self configure the correct matrices manually

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Auto detect is just there to give an idea if it latches onto a correct one by itself

dense arrow
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So you have to lock it somehow?

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Reminds me trying to use cheat engine

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Lol

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Jump. Floats. Mov

turbid burrow
minor hazel
minor hazel
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It is impossible to not have some shaders hold the correct values

minor hazel
turbid burrow
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OOPS

minor hazel
turbid burrow
minor hazel
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Might be a world matrix

minor hazel
turbid burrow
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although view comes from player camera

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idk what can i do right now

minor hazel
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I see you're using an older version of proxy

turbid burrow
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nope

minor hazel
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Mind if I send you the latest one in DM?

It's from another branch

turbid burrow
minor hazel
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It's so far ahead around c211

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I meant to upload a pic but F discord

minor hazel
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Does the view or projection change when you look around or change FOV?

turbid burrow
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projection has fixed value

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view still changes

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oh wait projection DOES change when fov is changed

minor hazel
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Can you turn off world transforms? In the remix menu

minor hazel
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That means the tool is working somewhat

turbid burrow
dense arrow
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Gloomy

turbid burrow
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when i select one of texture to ray traced camera it turns to ray traced but very wonky

dense arrow
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Screenshot?

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Wrong cam?

turbid burrow
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wack enough to work

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world is still same

minor hazel
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That's enough arma 2 for today kekw

turbid burrow
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i have more things to do

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still funny screenshot tho

minor hazel
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I see that it found MVP

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at c5

turbid burrow
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i have to reset game each time i screenshotted since it will cause annoying scrolling problem on remix menu

turbid burrow
minor hazel
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Nvm, it's a dud

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@turbid burrow what other games do you have that are running on shaders

turbid burrow
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future soldier did work with extended support shader branch but crashed once the game started

minor hazel
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Advanced warfighter huh...which one of the ghost recon games had Ageia Physx support ?

minor hazel
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Think it was the first 1, saw a demo video of it. Pretty insane physx demonstration

turbid burrow
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future soldier still crashes :(

minor hazel
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Even with normal remix?

turbid burrow
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never tried it but it had sm3 dx9

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graw 1 did work with normal remix way before but has weird issue

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im going to try it again with proxy right now

dense arrow
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Looks like the sky isn't checked

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Or is missing

turbid burrow
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im trying virtual sailor now but it has issues with ui not being working

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it should be look like this (took from google) but it doesnt appear even i tagged everything as ui

minor hazel
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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

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Guh i never put down any checks to detect such thing

turbid burrow
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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

minor hazel
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Which game is this?

thorn hedge
minor hazel
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Good idea. I'll likely have to do that tomorrow

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Feedback for this type of stuff is a must

turbid burrow
minor hazel
turbid burrow
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yes

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i did achieve similar thing before but no sky being present

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at the moment im trying to address the flashing problem

minor hazel
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You could show me a video of this + geometry hash debug view

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Makes it a lot easier for me to judge what the game might be doing

turbid burrow
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i cant do it without remix being moving itself after doing that

minor hazel
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πŸ˜“

turbid burrow
minor hazel
minor hazel
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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

turbid burrow
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Neat

minor hazel
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The assembly viewer sometimes might show or reveal the location of required matrices btw

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If this goes according to plan

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πŸ‘€

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I will also try to implement a basic RemixAPI support to forward any lights etc captured from the shaders to remix

sick mesa
sick mesa
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EHEHEHEHEHEHEHEHEHEHEHE

minor hazel
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Finding matrices just became ez πŸ’΅πŸ’΅πŸ’΅

steady parcel
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siiick
most of the dx9 games I've looked at with renodx have the constant names left over

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wonder how well dishonored would work with remix now

sick mesa
soft osprey
minor hazel
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Though I'm noticing a lot of combined matrices, I currently don't have a universal decomposition method for combined forms

sick mesa
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much to our frusttration

low laurel
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Guitar Hero World Tour with the Definitive Edition mod only gives a black screen

sick mesa
cedar hazel
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*uhm acktually πŸ€“ *

cedar hazel
minor hazel
sick mesa
minor hazel
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Wrong chanel

cedar hazel
sick mesa
cedar hazel
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yeah unity needs some love

minor hazel
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And then UE4

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πŸ₯€

sick mesa
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Im like Jimeny from puss in boots

cedar hazel
sick mesa
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Ok

minor hazel
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@sick mesa we might actually be cooked with some games

minor hazel
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Like

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They think they were cool

sick mesa
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Like the Stanley parable

minor hazel
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Yee

sick mesa
sick mesa
minor hazel
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Decomposition requires one of the two things to extract the other. Like I said before

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Unless

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Auto detect finds it

sick mesa
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Which doesnt happen in tsp

minor hazel
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Show me the camera tab for tsp

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Like what does it detect on its own

sick mesa
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One second

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Making

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Pbj

minor hazel
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yum

minor hazel
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No view

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No projection either

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But this world matrix looks correct

sick mesa
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the world matrix seems to freeze alot tho

minor hazel
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Did you find only VP or was there MVP?

sick mesa
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just vp

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everything only said viewproj

minor hazel
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πŸ˜‘

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Alright we'll figure something out

maiden furnace
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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>

low laurel
sick mesa
turbid burrow
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i will test dark sector soon

turbid burrow
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havent achieved anything yet still need to check more

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ray trace able in certain angles but unstable af

minor hazel
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You can see VS shader assembly for identifying important matrices layouts

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In shader tab

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I've also added a very initial auto decomposition logic for combined matrices such as MVP, MV, or VP

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configure them through the ini

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(I'm still updating the proxy constantly so these updates are not part of current release still :/ )

turbid burrow
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im too noob for that

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trying on arma 2 to see what can i do with the new functions

minor hazel
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(I need to make proper instructions some time later and documentation)

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This is all updating too fast so I apologize 😞

turbid burrow
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lmk when new one comes out

minor hazel
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There will be a release build for that + instruction and technical detail πŸ™‚

thorny wind
minor hazel
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Dolphin.exe?

thorny wind
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yes, i was trying to remix gamecube games

minor hazel
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Show camera proxy log file as well

thorny wind
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there isnt any, do i have to install it on the main folder instead of .trex folder?

soft osprey
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fake fan?

thorny wind
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cause its an opengl game that uses display lists

soft osprey
minor hazel
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What version are you using atm?

thorny wind
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version of rtx remix or camera proxy?

minor hazel
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Both

thorny wind
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rtx remix: rtx-remix-for-x86-games-3c59202-1095-release camera proxy: 0.2.0

minor hazel
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If there's a camera proxy log then that would be helpful

thorny wind
minor hazel
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Does it work with remix alone first? Because the camera proxy logs suggests it's working correctly

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Just that bridge fails

thorny wind
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yeah, the bridge fails

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maybe 1.3.6-release works

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no it doesnt work

minor hazel
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For proxy to work, either you can use without remix first to see if there's any info being extracted

thorny wind
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yeah, the camera proxy works perfectly i think

maiden furnace
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i found out that if you go super far in unity 4x games sharedassets code you can find the shaders just... laying there

thorny wind
maiden furnace
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looking at it its split into different rendering so like: "opengl, d3d9, d3d11, d3d11_9x"

minor hazel
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@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 πŸ’€. Meanwhile my proxy only accounts for x86 (to be compatible with 32bit games)

cedar hazel
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xoxor4d handled this misc_lets_fucking_go

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oh its already merged

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should just work then?

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i've only used the API for x64 myself so i havent touched this at all

minor hazel
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(I'm gonna fail miserably)

turbid burrow
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tried outlast when in certain camera angles can ray trace but also its unstable af

trim thunder
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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.

minor hazel
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There you must look into the VS shaders to see asm editor, sometimes it'll tell you the registers for a particular matrix

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Look for anything in the assembly editor that looks like
Projection
Model (localtoworld)
View
Viewproj
Modelviewproj
Modelview (localtoview)

thorn hedge
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@minor hazel where's the latest build?

minor hazel
thorn hedge
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hm

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gettin errors building it

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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...```
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it's alright i'll just leave it for now

minor hazel
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Hi, we've moved to another account for the repository so actions builds should work now

dense arrow
#

cool

trim thunder
minor hazel
minor hazel
#

placeholder2

minor hazel
trim thunder
minor hazel
#

Texture corruption?

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Those look like UVs for character models

trim thunder
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Those are lightmaps

minor hazel
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Oh F, dies tagging them as lightmap or ignore texture does anything for you pepeCurious

trim thunder
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It renders nothing when i ignore them, and tagging them as lightmaps does nothing.

minor hazel
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lost cause ig :/

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Could it be possible to disable lightmaps from the game side maybe?

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Not through remix, cuz it's not letting anything render properly

trim thunder
trim thunder
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Pretty sure i got the ccrrect matrices, although the UV warping in this game persists.

minor hazel
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Yep looks okay to me, does it work with auto detect or were assembly editor comments helpful in locating them through the shader tab

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Idk how to address the UVs, the rest of the rendering depends on remix to intercept shaders and make use of them

trim thunder
minor hazel
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I wonder if Nvidia tech demos work πŸ‘€

midnight jewel
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subnautica!!!!
made a custom build for X64/let AI create a custom build....
(compressed to 10MB videos)

minor hazel
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You're wild for this

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This should be in showcase, this is actually good shit

atomic plaza
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da runestorm game

minor hazel
native sphinx
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we want rtx for this gamelesGO

minor hazel
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We might need x64 support πŸ€”πŸ€”πŸ€”

soft osprey
midnight jewel
soft osprey
minor hazel
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@midnight jewel sorry for the ping again but can you show us debug view, geometry hashes

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For subnautica

midnight jewel
minor hazel
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Very unpredictable

minor hazel
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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

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If you guys have any idea how this could be leveraged with the RemixAPI do let me know

thorn hedge
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can you give some example scenarios where this would be useful?

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struggling to visualize it

sick mesa
minor hazel
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(If it's possible but I'll check)

sick mesa
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Still wonder if its possible to make a mesh/textures to remix api (probably not)

thorn hedge
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i don't think it is

minor hazel
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Probably, if it can be forwarded then setting up replacement textures should technically be easy

thorn hedge
minor hazel
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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)

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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

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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

sick mesa
#

@minor hazel

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remix api lights work

minor hazel
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The fuck

sick mesa
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the distant light still has the same issue

minor hazel
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Yayy

sick mesa
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actually

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all lights do

minor hazel
sick mesa
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causes the shadows to move

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esc

minor hazel
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Ah fuck

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I think the way the other lights move with camera

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Even without the API lights

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Might be tied to that

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I don't know what's causing it

sick mesa
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we wouldnt have the issue if we didnt have to used fused view

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if the game didnt move around the camera

minor hazel
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Instead the world is moving around the camera

sick mesa
#

yes

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thats the issue

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we need the camera to move around the world

minor hazel
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πŸ€”

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You did try fused world view, that managed to fix the issue somewhat

sick mesa
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thats whats causing the issue

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using world view renders nothing

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using fused view renders everything but the sky moves

minor hazel
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And no fused world works but camera moves right?

sick mesa
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could you rephrase?

minor hazel
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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

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I might be setting the lights up with view instead of world space

sick mesa
minor hazel
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Might be a quirk with the shaders branch in particular because with experimental branch you said it didn't need one

sick mesa
#

well

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world transform does it too

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sorry

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idk how to explain it well im not an expert on the cause of it

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wede preferablly want no transorm at all so we can also set up anti culling

sick mesa
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sorry my pc crashed

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@vernal charm gonna move this over here, do you have any idea on this at all?

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oops

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forgot to reply

sick mesa
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with the sun

vernal charm
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I think the rtx menu could do with a redesign. It looks like osmething from the Hl2 era.

minor hazel
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Welp, back to refining combined matrices further. I can mess with api when it's viable to use them with shaders etc

trim thunder
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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.

minor hazel
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you mean search within asm for all shaders?

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for keywords?

trim thunder
#

yes

minor hazel
#

i gotchu

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🫑

trim thunder
minor hazel
#

Lego hobbit?

trim thunder
#

LOTR

minor hazel
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Oh, cool

atomic plaza
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Night vision

thorn hedge
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πŸ˜” no gta v

minor hazel
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That's the forbidden game, it simply cannot work

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Btw, can y'all let me know when you do get results with this proxy, does the fallback light always follows the camera?

sick mesa
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as in the sun moving ts

minor hazel
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Yee

dense arrow
#

thats probably the world transform setting in view mode

sick mesa
#

even that didnt work so

dense arrow
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damn

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is it anti culling?

sick mesa
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No

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Anti culling doesnt work

paper jay
# trim thunder

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

trim thunder
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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)

trim thunder
#

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)

minor hazel
minor hazel
trim thunder
minor hazel
#

Ohhh

#

Like a rasterized overlay

#

Then do a post effect color multiply

trim thunder
minor hazel
#

This is somewhat hacky but logically sound enough to might work

sick mesa
#

Do you think it'd possibly fix that?

trim thunder
#

Maybe, but it'd probably look weird in some places.

sick mesa
#

Damn

minor hazel
#

@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

trim thunder
#

Since the proxy is more for camera stuff i'd see it making more sense not there.

minor hazel
#

Alright. I'll add this

minor hazel
#

will use remix API to accomplish this probably

paper jay
paper jay
#

Well i just fixed it somewhat, checked the lego batman section and forcedshadermodel set to 1

minor hazel
#

(I may have left the old v0.2.0 experimental branch name tag in this version facepalm facepalm facepalm )

maiden furnace
#

SDC looks the same but slightly more better

#

just a tiny bit

minor hazel
#

It's a refinement over the base 0.2 version. Also some remix API based quirks

formal linden
#

what would be new for Prince of Persia?

minor hazel
#

Especially the anti culling logic and wide-screen support

formal linden
#

wide screen would have to be done for PoP 1 and 2, and the anti culling for the 3 games

minor hazel
#

I don't have all of those games πŸ˜“

formal linden
trim thunder
#

Does "run with remix" mean run with the toolkit or the runtime? I'm not at all familiar of how Remix's API works.

minor hazel
#

If it's within the remixapi stuff then yeah that's the API

minor hazel
trim thunder
#

It gives a runtime error on startup when i do that.

minor hazel
#

can you show me logs for camera proxy and remix api

trim thunder
minor hazel
#

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

trim thunder
minor hazel
#

[19:34:45.664] info: No winproc detected, initiating bridge message channel for: 00000000000C0BF6

#

πŸ˜“

#

i can't really pinpoint what might be causing this now

sick mesa
#

Js like dolphin

minor hazel
#

Does this happen with all of the games?

minor hazel
#

πŸ˜΅β€πŸ’«

sick mesa
trim thunder
#

Any other ideas of what could be done on my end to debug the runtime issues?

minor hazel
#

What have you tried so far to get rid of the issue?

trim thunder
#

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.

minor hazel
#

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

trim thunder
#

Which DXVK-Remix version did you test this on?

minor hazel
#

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

sick mesa
#

Hi

minor hazel
#

@sick mesa we need lego LOTR tested for crashes

sick mesa
trim thunder
dense arrow
#

How's the Lego marvel games

minor hazel
sick mesa
dense arrow
#

Dang

sick mesa
#

Js like the Lego movie the video games

#

Yo

#

@minor hazel do you think the raster overlay code is casuing issues?

dense arrow
#

I bet undercover is bad too

minor hazel
sick mesa
#

Cuz i tried mcsm and its also flopping

minor hazel
#

@trim thunder check in the end of camera_proxy.ini for rasterblend options if its enabled?

dense arrow
#

How do you find the right cam in this

sick mesa
#

If auto detect doesnt work

#

Luck

dense arrow
#

Ah

sick mesa
#

Or checking the decomp code

minor hazel
#

i need to learn how to mess with decomp, as you can edit the shader instruction in runtime

dense arrow
#

Can you use cheat engine to help find it

sick mesa
dense arrow
#

Ok

trim thunder
sick mesa
#

Oof

dense arrow
#

Why not put the proxy in remix ui

minor hazel
#

not counting dolphin because that was x64 version

dense arrow
#

Does this also detect missing geometry by cam

minor hazel
#

i think some games render fully when it comes to meshes, but that depends on remix to interpret Vertex shaders properly

dense arrow
#

No way to put an interpreter in the cam?

minor hazel
#

i haven't tried to do that, and im not sure if that could work

dense arrow
#

K

minor hazel
#

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

trim thunder
#

Lego HP years 1-4 doesn't crash on startup

dense arrow
sick mesa
trim thunder
#

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)

sick mesa
#

Js check the texture tabs

dense arrow
#

I like how targets are like pointers. Reminds me of trying to make a cheat trainer

sick mesa
#

Ive noticed it has issues with games that have a rendertarget other than the main detected camera

#

Or thats my hunch anyways

trim thunder
#

11

dense arrow
#

This project is giving me motivation though. Thanks for making it

sick mesa
dense arrow
trim thunder
#

How do i fix Remix capture: missing in the raster overlay tab?

dense arrow
#

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

minor hazel
dense arrow
#

That's like trying to convert dx5 to using vertex shaders that 9 uses

trim thunder
minor hazel
#

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

sick mesa
#

yeah

minor hazel
# sick mesa

Problem is we couldn't know for sure if remix capture was missing because the menu wouldn't open

#

For mcse

sick mesa
#

yeah

trim thunder
#

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.

sick mesa
#

which version

minor hazel
#

bailey we could use mgrr as a test bed for raster overlay testing

sick mesa
#

how so

#

what effects would even like

trim thunder
minor hazel
sick mesa
#

how would i find that

minor hazel
#

through the menu as shared in the bread bird SS

sick mesa
#

oh alright

#

lemme test it when i get home from work

minor hazel
#

please also test pipedream if you get the chance

#

πŸ™

sick mesa
#

ok

trim thunder
minor hazel
#

give me a few tries i can get it to work like you asked

minor hazel
# sick mesa

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

vernal charm
#

Is this really the best the world has to offer...

#

I was expecting more

vernal charm
#

Don't what me, deliver

#

I am still trying to figure out why this is not reproduceable

sick mesa
#

Im whating you on what ypu mean the best this have to offer

vernal charm
#

Asides from my shitty instructions

vernal charm
sick mesa
#

Were all basically tredding new waters

#

Aside from maybe you?

vernal charm
#

Do you think I am interested in myself and my own findings?

sick mesa
#

Shrug

vernal charm
#

It is expected of you guys to supercede me.

#

I mean you are the experts

sick mesa
#

js a person who puts things into things and saves the world I am no expert9

#

Sorry man

vernal charm
#

Grammar is a thing you know

#

js a person

#

expert9

sick mesa
#

Jeez man its not that deep

tired lichen
#

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.

sick mesa
#

Yeah

#

We think the person woth the most experience is xoxor but hes not working on this

tired lichen
#

Xoxor for sure is probably the most knowledgeable, although saintMath has been doing some rather impressive things as well.

sick mesa
#

This is true

#

Known from personal experience

#

They are 2 titans of their fields

#

Really appreciate saintmath too

tired lichen
#

Not to mention a decent few other projects as well.

thorn hedge
# vernal charm I was expecting more

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

trim thunder
trim thunder
minor hazel
# trim thunder The built in matrix detection isn't the best imo, but i kinda expected it. fme...

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

thorn hedge
#

🀣 just noticed the typo

sick mesa
#

Lol

#

speaking of

#

is there anything in the works cobalt i should be at the ready for

minor hazel
#

im not interested in working on this anymore longer tbh

sick mesa
#

or are you on a sorta break

#

fair

minor hazel
#

i really wish i could support the developement but i'd rather not

sick mesa
#

shrug

#

you did really good for what was done so

#

im sure someone else will pick it up

minor hazel
#

the source code is well formatted now in the shaders branch, im sure anymore with better skills and free time can improve it.

dense arrow
#

would be a nice merger though for remix but if it isnt getting no more dev i see no point

minor hazel
dense arrow
#

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

minor hazel
#

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

dense arrow
#

that could be awesome

#

bummer i thought conan exiles was 3 but its 4.1.5

vernal charm
vernal charm
sick mesa
#

doesnt even matter nobody is actively working on it anymore

vernal charm
sick mesa
#

no

vernal charm
#

Oh. I defintely need to give that guy shit. Bro needs to continue the mission.

sick mesa
#

not at all

#

people arent required to do anything

vernal charm
#

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?

sick mesa
#

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

vernal charm
#

I hear you on the burnout thing. I respect that.

#

So he quit

#

That does not mean the mission is dead

#

Not this project

sick mesa
#

Then why dont you pick it up

vernal charm
#

Just the whole thing in getting rtx to work with eevry game there

vernal charm
#

Like what is with the mood

sick mesa
#

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

vernal charm
#

I am just not understanding. I mean I hear you. I understand your words.

sick mesa
#

As well as x64 games just not working at all

tired lichen
sick mesa
#

Yeah

#

So a start would be the world moving around the camera

vernal charm
#

And for that reason you all made him depressed?

sick mesa
#

???

#

No

#

We didnt "make him depressed" man

vernal charm
#

So where is the pressure coming from?

sick mesa
#

His own accord

vernal charm
#

I see

sick mesa
#

The inability to fix it

tired lichen
#

I mean, keep in mind it is open source, so anyone can still step in and try to figure it out.

sick mesa
#

Yeah

vernal charm
#

Ok so back to just me thinking it is very possible.

sick mesa
#

i think it is too

#

i just

#

dont know how to do it

#

i am a tester

#

thats it

vernal charm
#

I will welcome your testing at some point in the future if you should desire to participate.

sick mesa
#

im always willing to

vernal charm
#

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.

sick mesa
#

ah

#

i feel ya

vernal charm
#

I believe you because if you are in here you sure aint having no normal job haha

sick mesa
#

i run 2 whole jobs to make things work lol

vernal charm
#

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.

sick mesa
#

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

vernal charm
#

I will give you access to my pc and my claude code in the next two weeks.

vernal charm
sick mesa
#

yeah

vernal charm
#

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.

sick mesa
#

right

vernal charm
#

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

sick mesa
#

yeah

#

imo the steps for this would probably be
mvp stuff and then the world stuff but maybe you have a better plan

vernal charm
#

Imo if you really want to make your time count identify the most commercial application of this thing.

sick mesa
#

the most commercial application would be dx11 games trust

vernal charm
#

Yes that makes a lot of sense but DX11.

#

Is that whats the standard

#

What we must aspire to

sick mesa
#

nah rn i think dx9 games is just the basis we want to aim for

vernal charm
#

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.

sick mesa
#

yeah

cedar hazel
#

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

steady parcel
#

kinda like renodx

cedar hazel
#

yeah

vernal charm
#

What they will do is steal all the work we did.

#

And thats okay

cedar hazel
#

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

vernal charm
#

Remix Api wouldnt work for my initial interest which was DX6. I would need to learn this.

cedar hazel
vernal charm
steady parcel
#

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

cedar hazel
#

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

vernal charm
vernal charm
steady parcel
#

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

vernal charm
#

Hats off

sick mesa
#

Rs

cedar hazel
#

MGRR remix api when

sick mesa
#

Please I need this

cedar hazel
#

i dont know the platinum engine at all 😭

sick mesa
#

Learn it thats an order /j

#

I mean mgrr has (partially) been decomped

cedar hazel
#

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

vernal charm
#

getting something working is one thing. Making it look good is a completely other matter. It is a lot of work.

cedar hazel
#

so getting it working via shaders would probably still be easier

vernal charm
#

Replacing light sources in a rasterized world is al lot of work

sick mesa
#

Mgrr is the end goal/dream for us

#

/wolf2009

cedar hazel
#

are yall still getting camera matrices from shaders or did yall find engine signatures/offsets? for mgrr

sick mesa
cedar hazel
#

πŸ‘€

sick mesa
#

Registers

cedar hazel
#

what about vertex data

#

cuz if thats easily findable, remix api could be alot more possible than i thought

sick mesa
cedar hazel
#

is there a github?

sick mesa
#

I think

dense arrow
#

glad someone is hopefully picking this project back up or am i wrong?

vernal charm
cedar hazel
vernal charm
#

Like would you just go on and pursue the nex thing that intrigues you or would you consider putting that obsession into something else?

cedar hazel
#

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

vernal charm
#

If it is a possibility you would start working on it right now dont lie

cedar hazel
#

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

vernal charm
#

I don't do forks I make my own

sick mesa
vernal charm
#

But anyways no disrespect meant

cedar hazel
sick mesa
#

Would be cool to see but do be aware I was told not everything inside that decomp is complete, just the important stuff

cedar hazel
#

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

sick mesa
#

aye aye

#

not beggin ya to do this either, hope im not like sounding like im pleading for my life here

cedar hazel
#

nah you're fine, wasnt getting that vibe at all lol

thorn hedge
# vernal charm But anyways no disrespect meant

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 πŸ™ try to get out of that mindset and stop pushing it because it's not okay

sick mesa
#

Well

#

Thats the decomp I mean

cedar hazel
#

sweet

steady parcel
#

still helpful though

vernal charm
steady parcel
exotic lance
#

Has anyone tried STALKER:GAMMA?

#

It was incompatible a few years ago but perhaps this unlocks it?

urban nest
exotic lance
exotic lance
urban nest
#

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

turbid burrow
#

is there any 64 bit build of this?

atomic plaza
#

Though you might havev issues with inputs

turbid burrow
#

im asking for proxy btw

atomic plaza
#

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

sick mesa
#

the proxy doesnt work well with 64 bit games

midnight jewel
sick mesa
#

a

thorny wind