#Vibe Reverse Engineering Toolset
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Fixed the DS video in Resolve to look more like what I was seeing. Uploading it again. The original video looked crazy on my iPad, like every darker area was just black
I assume there will be a number of people looking at it so I wanna actually replace it before I get 100 comments saying "Looks dark"
Hey Kim can you re GoldenEye from n64?
Note to self: If you just wanna quickly re-up a video and get it online as fast as possible, don't use AV1 cause processing will take forever
I was like "cool I saved like 3GB going AV1" but now the saved upload time has been pretty much cancelled out

Also if you want to share it in chat and want phones older than IPhone 15 Pro to play it
Ok, we're back in business https://www.youtube.com/watch?v=vL2FaB5b0Hc
Done with the Vibe Reverse Engineering toolset by E-Man, with contributions by Kim, based on xoxor4d's CodeBase for Remix Compatiblity Mods. Sky implementation by CR. It wouldn't have been possible without these great folks and their hard work!
https://github.com/Ekozmaster
https://github.com/Kim2091/
https://github.com/xoxor4d/
http://github.c...
Were you able to extract the NPR textures and convert them to PBR for remix?
like is there a possibility that VRET could probably let you do this to do AutoPBR
Bruh I'm crying ๐ญ๐ญ๐ญ๐ญ
Nah, not yet. Gotta focus on more basic stuff first
you still working on Carmageddon too or I'd imagine you'll be focusing on DS primarily now?
I'll work on both, when I go crazy over one, I switch to the other.
But for Dark Souls I wanna focus on it being a comp mod rather than modding assets
project im doin
i didnt try with other games yet
its a dx11 remix build
@vagrant kernel
Nice. I wish you the best of luck 
It's funny it said that after I told it "the source code is on the drive dude, don't go web-researching again"
im curious if gta5 is safe with me now
lmfao
i need to reinstall or someone can test the build in #1490815562711040110
Does geometry actually render?
Or
Okay but does anything render or work at all? The screenshots in the thread seems to be the games video intro or something
im working on that now
im asking people to post the logs from other games so i can build upon it
Presuming that this is even possible, you should just focus on getting one game to work, especially if you're not even at the point where anything renders in remix, I dont see how getting logs from other games can help you at this stage
like i care, kim did it with fallout 4 her way im doing it my way
Good luck
a game isnt just work out of the box, you have to work on it
and i didnt use vibe to do this btw
I mean i guess ill try halo but I feel like this'll be per game
Bro is wild today
Not necessarily related to these tools but if it weren't for this I would have never known how powerful this AI stuff is and can now do goofy stuff like a cinematic bloom option
@golden raven You still have that NFS2 project? It might work to point the AI at this project: https://github.com/zaps166/NFSIISE
goofed again
added renderdoc support for cursor, copilot, and kiro in my fork: https://github.com/Kim2091/Vibe-Reverse-Engineering/tree/renderdoc
if anyone using those can test it and see how it works, i'd appreciate it
Ill test it
What should I prompt copilot
Or wait idek if I have ts subbed js cursor
Guess i cant test it till cursor is back up for the month
ask it to launch a game with renderdoc so you can do a capture. then do a capture and have it analyze it. but it would need to be a DX11/12 game
or vulkan
do it
No
aw
Not tryna get killed via anti cheat
easy anti cheat
i should try this with unityrtx 
im also hitting the limits for bepinex so this would definitely be useful
it'll def help. make sure you don't have your mod attached though. you want to do the capture without remix or any modifications to the game
then it can analyze it and find things. it helped me sort out the UI passthrough
im probably gonna avoid UI passthrough as it's most definitely going to be game specific, every unity game does something different. Though maybe i could apply some heuristics like how remix does with normal dx9
i'd at least test it on one game and turn it into a simple framework where the render target could be adjusted per game afterward
I love when I feel like I'm on the verge of greatness and get hit with the "โ Error: (rate_limit) Sorry, you've hit a rate limit that restricts the number of Copilot model requests you can make within a specific time period."
Github just dont wanna see a mf shining, they hatin on a playa ๐ฏ
I have this one installed
Anyone had it happen where chats disappear when closing VS Code? Really annoying
Top right. Click on the history button and open the chat
Here somewhere?
Had a lot of usage left towards the end of the week for once, so I took a stab at 3DS emulation compatibility.
Don't know if this is going to go anywhere (still quite broken in a lot of ways), but here's hoping...
Heavy flickering in the video, so just be advised.
Ye
Stuff for nightmares
Ben drowned
He's fiiiiiiiiine. He just... uh... you know.
A little ill
Link can't handle the ray tracing so he's feeling kinda sick
As freaky as he looks now, it was even worse before the texture coordinates were handled correctly. This was before I got Remix working, though.
Man, I was on such a good track to just bang out a quick comp mod for Dead Rising 2 but then had to restart my PC which erased the VS Code chat history. Started a new session and the AI just kept breaking stuff on that one. Nice job, Microsoft.
Make sure you open Repo folder in VS Code, it won't display chat history otherwise
That sucks tremendously. I do wish you the best of luck getting the AI to cooperate. It has been well over a decade since I played Dead Rising 2. Your compatibility mod might just be the spark I need to play it again.
I did, I even saved the workspace everything was in but chat still disappeared
Is there a way to give certain commands that the AI always has to adhere to in VS Code? I'd like it to write findings into a file that it keeps updating with timestamps etc so I have a timeline of changes that can be referenced later in case something blows up.
Lol, tried to export all the DS1 knowledge. This looks very official. Wonder how much of it is slopalicous and how much is actually sound
I should just do a GDC talk with this and pretend I came up with it all
"Lesson 3, Staleness is the enemy!"
What are you using in vscode, copilot?
Yeah
What's the best way to make an instructions md file? I want to make one for some stuff I got at work so I dont have to bring copilot up to speed on what im trying to do every time
As far as I understand (I could be wrong) Shaders in D.A:O are compiled into .fxo format (For both pixel and vertex shaders). And among the official tools, there is no function for creating or changing the functionality of shaders. One modder tried to decompile the eyelash shader but failed.
If it were possible, the post-processing settings could be changed, since D.A:O has terrible post-processing. Like other filters that make the image excessively yellow and dark brown.
I wish there was less RNG with this. Earlier working on Dead Rising 2 it was a straight shot to a good baseline, camera was found, graphics were path traced, FFP worked for world geometry. Then the chat session got lost right after a big change, and the AI was never able to restore that good state.
Now, on a clean state, it took longer to just integrate the F4 menu and make the game not crash than it took to get the game to the much better state I had earlier.
are you using Claude in VS Code
Claude's sub i mean
if so, i do periodic backups of this folder: C:\Users\mystery\.claude
it contains all of the chat info and logs
I'm using Copilot Pro with the Claude models
that'd be C:\Users\mystery\.copilot then
Maybe once my Copilot requests run out I'll try Claude a bit
Hmm ,there is just a single file in there and it's just got the current workspace data in it
yeah. yours all got lost sadly so that makes sense
i've lost mine a few times now too
I've now set up a "best practices" for setting up git properly (thought I did it but for some reason stuff was untracked) and I'll use that on every project, as well as a "timeline" feature where every change will be documented. Hope that will help not lose stuff
This is yet to happen to me lol
But the RNG thing remains, it just sometimes shits itself even when fed the exact same info
RNG is literally how AI models work unfortunately. if it's anything like training image/video models, each training session is started using RNG to help randomize variables
iwouldn't doubt it if LLM chats work the same way to some degree
I guess that means that if a game doesn't work, just try again sometime 
Isn't this how humans operate as well
i'm static

I'd argue a human with certain knowledge would be able to get stuff like the window name right
Debatable

๐
That is correct. Claude did manage to decompile some of them. I cannot speak to how accurately it did so, but it has been helpful.
That may not be a bad idea at to try at some point. It would help the people who can't use or don't want to use Remix for sure.
not sure how useful it is but you can do a capture with nsight and download a few csv files with information to give to a llm
Anyone think there could be a way for me to implement the following? Manhunt has a stealth indicator that currently just has you as hidden when you are in predefined "shadow" zones. With path tracing obviously the lighting is too granular and shadows don't always line up, which is an issue for the playablility of the game. Anyone have an idea how you could implement actual brightness information ofthe character as like a value or something? Like sampling brightness off his textures? Technically those values have to be present in memory in some way, but it's probably too deep to somehow sample, right?
Would be very cool to have something like this though, also for games like Splinter Cell
well, that stealth indicator is tracked by some kind of value. and it should be relatively easy to find using cheat engine tbh. just use a standard differential search (can't remember the proper technical. become seen, search, become hidden, search, etc.
should narrow it down a lot
then give those values to claude if you can't find it from that and it should be able to narrow it down the rest of the way
it'd be a lot easier to find the real value than to approximate it
Yeah, that part is easy. But there'd have to be some way to get the brightness of the path traced model. Hooking that up to the game would likely be no problem. Probably just a simple binary "seen or not".
hmmmm
with remix logic you may be able to find a way to track brightness of an area around a mesh?
Yeah, I'll prob just have Claude take a look at the Remix source code to see what's possible
if you can mod the base game, you could manually place meshes around the areas where you're not supposed to be visible or w/e, then in remix track if the player mesh is colliding with that mesh and control it through that
convoluted but it'd be reliable
Yeah, at that point I could also just place fake shadow volumes, but I thought maybe there'd be a way to have it be nice and dynamic
tbh, dynamic tracking could go really wrong and be inconsistent. i'm not sure it'd work reliably
Because the base game lighting often doesn't make sense and I really don't wanna go the route of fake lighting. I'd rather have people look at the indicator and play that way then
If anyone has any ideas about how something like this could implemented it would be much appreciated, also considering it might make sense for other stealth games (Thief 3 when)
Since mythos is so good at looking thru binaries to find security flaws I'm gonna guess it's re capabilities will be amazing for this as well
Although I don't think we'll see mythos itself for a bit probably a distilled version first
it sounded like they didn't want to release it at all, and hope to just make "safer" alternatives available later
Maybe something that works off of remix auto exposure
Bit more progress with OOT3D
bruh
PC port when
Also any luck with Majora's mask
Ah, I wish. This is probably going to be the closest thing until the game is fully decompiled, but hopefully this will be a decent springboard to getting other 3DS games working.
The main issue is that the 3DS did use shaders, so just like with PC games that use shaders, each implementation is probably going to have to be game specific.
Could the vibe tools decompile it
I haven't tried it yet, but I can't imagine it would be too much more difficult than OOT.
That is a good question. I do think that trying to build a PC port rather than an emulator rendering backend would probably be a good bit more difficult though even if you could use the vibe tools to decompile it.
Ye was just wondering cause of retools
Could be worth a shot at some point, honestly. Then again, there is already a PC port of the N64 version of the game. Not quite the same, I know.
Livetools can probably be used if you make a dumper
But you need a 100 percent playthrough
Link between world would be fun to do
That it would. I think it actually already has some normal maps as well. MGS 3D would also be a great choice, as it too used normal mapping. Gives a bit of a leg up on Remixing the games.
Wasn't Xenoblade on 3ds
They did make a port of it! It was New 3DS exclusive, if I recall.
I don't think that would be a blocker in this case, though
I wonder if I can hook up my 3ds to PC and hook up vibe tools
You could just legally dump your games and run them through a 3DS emulator. That is what I am doing.
I am not sure what the latest and greatest one is nowadays, though.
Just remembered my 3ds is a new 3ds xl
Oh nvm 3DS emulator, is it DX9?
This is a custom Remix focused DirectX 9 backend for Citra at the moment, but it could probably be ported to any of the newer emulators as well given how things went.
I wonder if that could be used for PCSX2
Zelda port to PS3 when jk
I remember i asked chatgpt about making a FFP DX9 render for PCSX2 and it was like "good luck lil bro"
I will say that I was very impressed with how quickly Claude was able to get a functional implementation of DirectX 9 just by studying the OpenGl and Vulkan backends first. I am not saying it was perfect on the first try, and it still needs refinement, but not bad, you know?
From what i see it looks amazing so far, between the water reflections and that light following you its pretty impressive
Nintendogs RTX when??
The lights being cast by fairies and torches is all from Claude figuring out the game's lighting system and attaching lights to them based on how the game sort of did it (apparently the game itself used directional lights for torch lighting?)
Add a log to the lighting?
Already done and it has been most helpful to have.
Claude reverse engineered the game's lighting system and claims that is how it was done rather than traditional point lighting. Given that the game was originally on the Nintendo 64, there may be some truth to it.
So is it more game-based modding? Or is there success loading other games into the emulator?
So far I have only tested OOT3D. I do believe it would be possible to get virtually any 3DS game to work, but it would have to be done on a per-game basis. Each game has their own unique shaders, which means it is essentially going to be necessary to make FFP conversions for these games much like you would for a shader based PC game.
I sometimes still think about how someone got proper a Z-Buffer working for PS1 games working, posted a video and then dipped forever. Imagine path tracing this https://www.youtube.com/watch?v=tyOkw2efQPM
This video was made with an unreleased version of PCSXR-PGXP (these features don't currently work in any available builds).
Reshade SSAO and DoF effects applied to PGXP via an experimental Z-buffer (depth testing also enabled). These features are still incomplete with a number of bugs and missing elements which are yet to be resolved.
PS1 game...
PS1 polygons deserve path tracing too. 
The highest-scoring AI memory system ever benchmarked. And it's free. - milla-jovovich/mempalace
it's... real?
Hi, managed to get here, do you have any idea why I can t use the UI?
What is that
Not sure how the menu should look but remix comp ffp proxy
Game?
Assassin Creed 2
Oh
A set LLM-Friendly tools for Cursor to Reverse Engineer binaries, specially games - Kim2091/Vibe-Reverse-Engineering
Just tell the AI you can't and it'll try to fix it
Help me with this, I don t know how to use the agent from this repo, I just ran the build.bat from rtx-comp-proxy and replaced the d3d9.dll in the game folder
I cloned the repo, but I didn t used any AI agent locally
Yeah, not sure how to use it locally, I downloaded cursor
Use Visual Studio Code instead, cursor is so cheeks
The $10 github copilot plan is pretty capable
Above what matt said
And vscode not vs2022 although you might need it
Make sure to link your GitHub to vscode for the sub usage
Oh, thank you guys
It needs prompted as well to use the tools so have it do requirements and verify first
Make sure the vibe tools dir is open in vscode explorer
Is this the way I have to train it ?
Now is the free version of copilot just for the tests
Tell it to look at both and verify after
I wouldn't use free because of limitations though
I won t, I will pay for that. Thank you
Lol, I tried to get the AI to integrate Flow into Q2RTX and it just composited the output onto the image.
Gonna see if it can somehow utilize world depth data
But it has proper depth so that's something
Pretty
Why is it seeable through walls
Probably need to see if it can not draw upon geometry but still do it's thing
Because it's rendered outside of the game and then composited in
I wonder if Nvidia actually implemented it into the renderer or if they also did it like this
Hummm
Kinda hard looking at the footage but I think the emissive lighting doesn't fully line up leading me to believe this could be a similar approach https://youtu.be/vY0W3MkZFs4?t=112
Lifted from the opening keynote of GTC 2019, Jensen Huang presents the newly-created Quake II RTX demo. This walkthrough shows off upgrades to the legendary 1997 game with added real-time ray traced global illumination and reflections, dynamic direct and indirect lighting effects, mimicked physical material light reflection properties, and volum...
Just adding depth could do the trick
Or timing?
Depth call is different though
So I understand
Timing it for compilation and the game receiving it though. There has to be a gap right?
This is still better
Send link
Ask the AI if there are flow leftover functions
That's how I began and it said nah
If there's flow can it be hooked up to weather?
Was hoping it would be a quickie and now it took hours to get this
I'll ask the ai if it can extract map collision data on load and then spawn everything with that loaded
Should work
Once it works it just fucks up
Currently stuck in flow development hell
Are you also doing flow stuff?
I want this for RTX Remix
My version is broken and AI is not helping me much

Flow in RTX Remix would be sick but it does sound like a mammoth project
This is my version (building on Kim's initial implementation)
https://github.com/RemixProjGroup/dxvk-remix/actions/runs/24006778992
Compositing with depth detection could be a way to do it. Although the way my AI just implemented it made the fps dip to below 1fps
All it does it simulate flow voxels but no rendering
Implementing ray marching in the Remix renderer would be challenging for sure (also sounds expensive as hell)
The integrated particle system already uses screenspace depth information right? If I can get that working with Q2RTX that would be an approach to take
Just have the NV Flow simulation render in the background and be fed depth data
then composited into the image
Incase anyone hasn't seen, Kim got this result with her implementation
Does it have collision?
Not yet
But it would be manageable enough to figure it out since we already geometry access
So for static and dynamic meshes it is possible
Just that it would take months even for a proper engineer
Any vram leaks with it
It's just really slowwww
Humm
maybe a cpu/gpu bottleneck because it's not integrated properly
Which is where all of the problems are happening
Actually, I should step back โ maybe I'm overcomplicating this.
https://www.youtube.com/shorts/ABJQllCgFVQ
"So you do know the difference!" LOL, (gets dark quickly tho)
Frustration detected . Maybe I should look at the response of the user more clearly
Ai in a nutshell
Wonder if I can make a ai that doesn't cost
Use retools on ai lol jk
One approach to occlusion. Trying to get collisions in there too
Guess this already solves the question of Flow performance, it would've easily been possible to run
The AI is doing such a bad job at occluding it
Might wanna see some developer on how they implement occlusion for effects like this
It's just being cautious because the previous depth occlusion pass killed performance
Tell it to look at the g_buffer and use that information for precise occlusion
You can set that buffer to like 1024 res and it looks alright
G buffer has depth and a bunch of other things
I'm no expert but this should be the way
I had to look at the buffer for my project
It fixed it with Claude opus
Only thing I'm looking at now is to see why hwnd is at a higher resolution instead of the normal
The AI broke the particle alignment btw and is unable to restore a working state now, even when comparing to an earlier git commit 
I'll just add a line to the instructions that it should git commit after every single change
AI giveth, and AI taketh away
#1481706093976621277 message can you ask Kim for hers to help yours?
Compacting conversation
Lol
Turns out the game just set the render scale to 110% for no reason
Sorry, AI, it's not your fault
This pistols got some oomph
I think I'm ok with the state of this little exercise for now
Might go back to it and make it look legit
Can flow do explosions and stuff like that? Might be interested in this for SA2
Yeah, although you might have to figure out a way to do collisions and stuff. It just calculates it outside of the game and then composites it on top. For the collisions in Quake 2 I just use bsp data, for RTX Remix projects it might be more complex.
Every gun is a flame thrower
Lmfao
Mini nuke
soooo I managed to vibe code dlaa into dying light 1 lol
-# granted I already had all the camera matrices and I knew the motion vectors where good but still
Someone vibe code RR into Control
lol
Might need the crazy security breaking Claude model for that. Lets write them a letter saying we need access to the model. We have important things to do like path trace PS1 games
damn dude
I got lucky :p
-# wanted to see how feasible it was before moving on to doing it for real with luma
that's what happened at first with my implementation
i started from scratch, gave it dos and don'ts list. helped a lot. explicitly told it to ask questions instead of assuming (i do that with every prompt now)
More OOT3D. Link is no longer an eldritch horror anymore! Also there are now proper vertex normals. Still uses CPU skinning for the moment, though.
looks awesome
Fire
finally that one raytracing plugin made by the SM64RT guy for N64 emulators that never released is somewhat a real thing
And you got it simulating and rendering in world space eventually? Any footage of occlusion and collision?
This is even better than the RT implementation they promised us for the N64 recomp 
collision doesn't work, but occlusion does. no footage though, sorry
Holy shit
i'm gonna say something controversial
@alpine dove we got Flow in quake 2 rtx back
i think we should focus on enhancing the current particle system instead of trying to implement flow
it's already an extremely solid framework
has direct access to Remix's collision data and all that
i'll mess around with that this week
Flow is very limited in its use, it's only use is for smoke effects
And probably fire
well, i'm gonna expand the particle system to handle them
But it's like a very solid eye candy, you have to admit it
I mean, keep in mind that this is the 3DS version of OOT, so the models and textures were both given a modest upgrade in both cases. They were a bit conservative with the improvements (so nothing like normal or specular maps, etc), but it was still a noticeable change.
Also, keep in mind I am only showing the stuff that works*. There is still plenty that doesn't.
*This is a relative term. I take no responsibility for psychological harm caused by freaky half working monstrosities.
Yeah, I just meant it's "a better deal" since we get the better assets of the 3DS version this way. Never really was sure how the N64 assets were going to gel with RT anyways
Old games with ray tracing has a certain charm to it. That is without any of the PBR materials. Just some basic lights etc
i'm working on updating the unity branch rn to add the updated particle system into (it's only worth it for me to do this in this branch)
What will be updated about the particle system?
adding complex smoke simulation mainly, then expanding it to support fire as well
any feature requests?
Are you implementing based on some recent paper or any new algorithm?
i will be reviewing papers and code that are of compatible licenses for dxvk-remix. goal is to make a system that can be potentially merged into mainline remix
Can you make it so that individual particles can be meshes? Like spheres or cubes?
Like is that possible to do?
I haven't seen anything recently that does that. The idea is that you could have meshes be emitted from a particle emitter and they can be tuned to have certain lighting or emissive properties
Maybe custom shapes?
I got a subscription to Claude now already used up copilot ๐ซ
Also payment to Ireland, I know what you're up to you tax dodging fucks
๐
Any advice on using claude code? I haven't used it before
How do I allow all commands for claude code?
From the settings
that doesn't answer my question
Very carefully?
Creepy ass procedural moon Claude generated
r u fr?
#1481706093976621277 message
I already hit the session limit, my god. that didn't last long
Damn
Don't people do like work type work with Claude? Wouldn't that run out immediately in an 8 hour shift?
It's insane because with co-pilot It can go all day
like flow?
THe most annoying thing is I've got almost everything working I only wanted one small fix
god I sound like a druggie
Ugh, that's the worst
I thought I'd try Claude once my Copilot requests run out but I might just pay for extra
Same with me. I spend so much on it that other vices would be cheaper at this point
hello world
@bright ermine I vibe slopped some moon and star handling to your sky code for Manhunt. Is that ok with you?
yuh
this how we will achieve model efficiency
Better start learning chinese
i've never seen it do this. it's happened with ChatGPT before
I had a part of a reply be Chinese too once, but since I know kanji it was no prob 
Man just vibe slopping away I enhanced my Manhunt mod so much in such a short time. Easy creation of custom runtimes per game is a game changer

It's a chinese day (could also be japanese)
Modified my runtime so Remix logic could work off of UI texture hashes and also run logic globally without being tied to a mesh/prim for camera FX in Manhunt
The AI is also just good at answering questions about RTX Remix, like I was trying for so long to get logic working in Manhunt but it turned out that UI texture hashes didn't reach Remix logic
with the codebase, it can be insanely helpful
gm all
hai
If you ever get words from other languages and translate them, they'll actually be the correct English equivalent of what should have been there.
yeah
Why is it doing it though?
anthropic probably deployed a new variant of the model today. sometimes they're just prone to doing this
Dont they have that new mythos model?
it's private
Yeah. Its dangerous
Dangerous how ๐ค
Found a 27year old security breach and is able to completely shut down linux kernels
"As an example, Anthropic lists a vulnerability in OpenBSD that has been overlooked for 27 years, which could allow attackers to crash a device remotely "just by connecting to it." It also mentions a 16-year-old vulnerability in FFmpeg that was not identified in five million automatic scans with special search tools. Furthermore, the model was able to combine a series of previously unknown vulnerabilities in the Linux kernel and develop an attack from them that would allow an attacker to gain complete control over a computer as a normal user. These and other vulnerabilities have been reported to the respective responsible parties. Anthropic has published a blog post on the matter."
Btw you know some Anthropic devs somewhere got some juicy insights they're probably trying to sell right now
Remix toolkit Linux edition
Remotely log into peoples OS and start injecting path tracing into it
Turn on their webcam and use that as a texture map against the OSes reflection handling, so they kinda see glimpses of themselves sometimes
My ideas are getting too crazy
But but. What if we are the texture lol
Plus they can dress us with remix
Who needs filters
Has anyone tried using retools for console game decompiling yet
Decompiling, yes. Painkiller Hell Wars (Xbox Original) model and animation Blender importer
Shotgun
Yesh
Xbox is Microsoft anyway so it would be easier
Ngl video not zoomed in I saw a spaceship
Damn
This toolset would help a lot on decompilation projects
I've just thought of that now
Yes
Have you messed with any 360 titles because Microsoft
Can try gears
Or port 2 to pc
Xbox 360 runs on PowerPC arch
i've been experimenting with it already
because of the huge context required, it's not that amazing unfortunately
but it can assist in some ways
Yes but if you find the old alpha 360 model on YouTube it was a PC first
definitely
yes because the original xbox was a PC, it used an intel cpu and some nvidia GeForce GPU
i have never seen a devkit before for the original xbox
An open source SDK for PS3 development. Contribute to ps3dev/ps3sdk development by creating an account on GitHub.
I highly recommend to copy your longer prompts before sending them to the agent in VS Code Copilot
It crashed on me after composing a very detailed explanation as to what was happening
Yea it crashes terminal or vscode becomes unresponsive sometimes for me
Chat I need advice. should I finally give up with rogue trooper and move on to another game or am I in for more torture via Claude?
Have you tried using different agents same time?
Only when stuck
Gpt can look at stuck code then after fix Claude can look at it
Iโve made good progress porting Assassinโs Creed II to RTX Remix, but Iโm stuck and unsure what to try next. Hereโs what Iโve done and discovered:
Set up the FFP proxy and added logging for all D3D9 state (SetVSConstF, SetTransform, SetTexture, vertex declarations, draw calls).
Forced a projection matrix and white material/lighting to make artefacts more visible and debug missing color issues.
Added advanced logging for vertex buffer pointer, size, stride, and detailed vertex declaration elements.
Discovered that some geometry is black because the vertex declaration is missing a COLOR channel. Geometry with a COLOR channel renders correctly; without it, it stays black, even with forced material/lighting.
Tried to inject a COLOR channel (white, 0xFFFFFFFF) into the vertex buffer for draws missing COLOR by cloning the
What are the big issues?
This is a summary made by the agent tho, I don t have any idea what these means :)))
Lol
I was like huh
Check the uvs
Geometry hash too
The world matrix could be wack tho
Ask ai to attach a log
Or logger
Is the game path tracing? If not, you'll need to keep pestering the AI about the camera matrices. If they don't show under dev, lights, types then it won't work.
There need to be certain values under main.
If there is a way to extract AC2 files (I don't know if they're packed mind you) then do that and point the AI at the files, specifically shaders
I m just trying to make it run with FFP Proxy, but there are many problems, he recommanded me to make this proxy, then analyze some things to edit in ffp_state.h, and rebuild until everything is looking properly. Is this the correct path?
Can you show a video
Sure
Ask around for a game to work on if you want. A simple game should do
Yes, It'll keep rebuilding the FFP proxy until it works
Not sure why the low fps, maybe because of the logs ?
Just keep describing what you are seeing to the AI. What happens when you move the camera or whatever. Anything of note.
Also I can't stress enough that unpacking the games files and pointing the AI at the files (just copy the path and say "look at this") really helps A LOT
The world matrix is f
Especially shaders
Ezio is rastered
I already finished my copilot pro tokens
Lol
GPT 4.1 will do the trick
Damn
You went through 300 requests or whatever it is?
Sadly I don't think GPT 4.1 will help make a complex game like AC2 run
Yes... at least I learned how to prompt properly for next time :))
Show the videos to the ai via vscode. It does look at them
Ok, trying now
And the videos almost crashed my phone lmao
Low fps is also a buffer issue probably
And vram leaks in code
You need to attach a logger as well to world matrix and cam
Because it needs to find the right one
FFP rendering causes heavy CPU bottlnecks, all older games exhibit poor performance in Fixed Function
Yea and ac2 or ac in general is heavy shaders
Eg Painkiller with the +hwclass tnl flag runs at like 20 FPS on modern systems
DirectX 7 mode in Mount&Blade Warband also runs like crap
His tokens ran out
Vscode or at least mine has opus still at 3x
10 usd right
The premium would be better
But
Ye
I've only been using GPT 5.4 so far. The only time I tried Opus 4.6 is when I was testing my luck with cracking SecuROM 7.3
Both GPT and Opus failed
Yesh
I had both successes with GPT and Opus, it's a crap shoot
Link it to this
I was curious if it could figure it out on its' own
getting pretty close to breaking some rules here


Tbh the idea of reverse engineering goes so deep into anything. Not just limited to getting remix to work. PseudoPolish's general RE work with painkiller is really impressive
I've never even used it for Remix purposes lol ๐
What prompt did you use for the level editor
I have only had a very quick try at The Witcher 1 the day the repo was published and quickly retreated
Try gothic
Well I just tasked it to make a Blender addon for importing models/animations/maps etc
It's been analyzing the files I gave it and iterated on the addon
How for animations that had to be a few tries
Wonder if I can convert unreal plugins to blender now
Or use vibe tools to re engineer and decompile oblivion remaster
There were some tricky cases with different byte layouts and unknown parameters. I've only been providing feedback in the natural language
Smash it open for modding
Give is binary code language. It understands more I hear
Asm to cpp converting for old ass games
Hmmm
Id has released source for Wolfenstein 3d
I'll have to dissect it
If there's is a prompting practice anyone should follow, I would say it is to be as involved in the process as possible to be able to provide useful feedback
Yea
Knowing how the game works and where to look helps A LOT
There's too many md files in vibe tools. And sometimes it reads them all
That's if you know how a game works already
If you suspect that you know what is happening, that info could be crucial for the AI to solve the issue
Or you get user has these instructions here and here
Instructions aren't consolidated
Most of the games are not that worked on and hence fully relying on AI might be the only way
It is much easier to know how a game works in abstract terms than doing the actual assembly digging ๐
I thought about giving ai a windows for dummies book for kicks
My biggest tip is unpack the game files and point the AI at them. That got me results the quickest
Might even be worth considering as a step for the AI to consider tbh in the instructions
Or use livetools for hooking and give it control of the game jk
Absolutely, no point in pointing at archived stuff
You don't want another layer of obfuscation
It has instructions yea. But it does not have documentation from learning
I can't spell things
(not really how it works)
Trying to implement the Manhunt player brightness probe is heck. I really have to force myself to see through the matrix
You think everything finally works and you set the parameters correctly, then you walk into shadow and the brightness value increases 
By a lot 
Why not dynamic lighting instead?
Or you could just add bloom
Can you attach a light to the cam?
These things are complicated. Painkiller devs had to absolutely go out of their way to implement Bloom and they obviously had the source
We've had a lot of issues with its' Bloom implementation
The issue was that Bloom was forcing the framebuffer to be 640x480 no matter the resolution, which caused issues with UI scaling in Remix
If anyone here played the mod during the first days remember that UI was really stretched
You never know what terrors are hidden in the games' source
HDR has to be different
But it helps
Oblivion was a port anyway
So og Xbox first

source game jumpscare
Has to be rendering code but you need to fix it to a set resolution without stretching
I might make a triangle bloom project or use an engine and cast it around a block or something
This is what we've done. The patched Engine copies widthxheight values from the resolution config and uses them for framebuffer
Damn Ai can just do shit like this
Don't hesitate to ask it to give you visual debug
Wall hacks
Jk
Makes me miss the game called the suffering
Use visual debugging in cod lol jk
Yea
I get those
It's frustrating
I might reverse my version to a stable release
See what that error means with ai
Yeah
I never thought to ask before but then I just went "Bro I need to see it visually" and it made it so I could ๐ฅน
Is it using the game or custom remix runtime edit
Custom runtime edit
Alright
Doing custom runtime edits with this really is the way going forward
It's just gotta be tailor made for the specific game
Had anyone tried to just throw at AI "Implement this paper in dxvk-remix repo"
Nah,I pretty much only started the runtime modification thing today, despite thinking about it before
Seems like a very obvious thing to do
For post-FX AI is like cheating. I got the effect I wanted in two prompts
Many people have, I think vulpes had a working Markov chain path guiding implementation in remix
But the dog AI ate it


Wonder if I can make auto detection with geometry hashes so they point at the right texture in ui
Auto
Auto remix
Lol

I like how they modeled the tornado he uses to suck you in right into the model
with bones and stuff
Guess what it is supposed to be challenge
Lazers
level: impossible
needs 2004 Polish engineering mind

EVIL and OPPOSING rope
that's how the atmos sky came about
Im not european enough i guess
had to tune it ofc but it was close enough
That's gonna be fun to do
So there's a railshooter-like level in Painkiller where you ride a rollercoaster while shooting demons
This thing is the rail that spans across the whole level
What happened to the clouds stuff, haven't been following your work
Is this the hell level with Lucifer?
It's Loony Park from the expansion
I'm probably going to scrap it

im not happy with it and i really don't want to keep working on it, if someone else wants to try it, go for it
Alright, sorry if it's like bothering you or something but no worries man
Someone make a fork
It's a really neat level, they developed a feature that is used nowhere else
Cr I hope you're not burning out man
very much am in general rn
sometimes the momentum just dies out and you gotta take a break
Truth
Is the unity source editable by anyone or
The railshooter segment was initially supposed to be on motorcycle, but that's all what's left of it
Take a break cuz you deserve it, you've always done something amazing for remix in general and for the community โค๏ธ
Kinda Wana put ghost rider on that
most of it is open source on GitHub
We all need breaks
All fair
I send virtual hugs
To everyone
๐ซ
What does ai say if you ask for a hug
It gives it to you because it is instructed to do so and isn't allowed to disobey unless the request is violating Terms of Service
Lol
Claude talk to gpt
Filtered so can't
I thought about making cabal from command and conquer though
This is a very good idea!
Yoo hang on what's all this then?
Just a thing I've messed around with trying to implement Nvidia Flow into Q2 RTX. It's rendering outside the game and then compositing it in using BSP data as collision/occluder
I just wanted to see it in the game tbh
Oh well still very cool man, nice one
Not sure if that's how Nvidia did it originally, their only shared footage was kind of inconclusive
There didn't appear to be any hooks or hint of ray marched rendering in the Q2 RTX source code
Wouldn't been able to do it without the help of my boy Claude
Gta 3 when
About 2005 I think
๐
particle system isn't going that well
it's better than the flow implementation, but it's very buggy
Something something buggy is only 2 letters away from working 
What update r u trying to implement to the particles?
https://www.reddit.com/r/nvidia/s/gL3FjfJEV4
Wonder if this could be beneficial at all.
is claud compacting alot for everyone right now
Claude's like nah, it can't be done, the game looks good enough rasterized 
XYZRHW is sadly still a tough nut to crack. Have tried multiple of those games without success
Is it because the game uses like a semi isometric camera angle with a in-game mouse pointer that's used to rotate the camera and interact with objects you hover over?
high quality D3D9 ! 
Lmao. It is submitted to the GPU with transforms already applied (CPU transformation), doesn't mean it can't intercept and patch an earlier stage before where the models are being processed to skip that and submit the 3 individual SetTransform() calls
Hmm I'm going to give it another shot and point this out, thanks so much!
Here is a guide I had Claude write up regarding how it got Shadows of the Empire (1997 PC port of 1996 N64 game) to be compatible with Remix. I cannot speak to the accuracy of everything it said, but I believe most of it is reasonably accurate.
Thanks! I'll see if that helps get it back on track because it just said this and I wasn't sure how to proceed:
neat
From what I can tell, you will need to extract the camera matrices from the game as well. This has been something needed for SOTE and every other game I have had Claude work on.
It will take a bit more reverse engineering, but it is not insurmountable by any means.
This is gold! lol fingers crossed
damnit
Gotta love it.
my log is 982 lines lmao
Yep im sure you have
9/10 times when Claude is very stern and serious in its quirk, "this will work" it does. But every other time it says it more casually, it dont work
Yall are getting responses at least lol
Mine was stuck on "Working..." for about 2 hours last night
bruh
Literally same thing happening again, context isn't even budging. What could this mf be doing??
I said give me 5 seconds not 5 years
Should I just close it or hope that its gonna do something?
Try forking the chat
Trying out gemma4, seems to be only interested in doing some light reading and not much else
That model is slightly worse than Kimki 2.5 of which is much worse than Claude
Gemma however is good in the fact it can be run without requiring an entire data center
essentially: Flow but through the existing particle and volumetrics framework instead of trying to integrate the original version
a huge part of what makes these models good is the configuation for them. if it's wrong, it just won't work right. it takes a lot of experimenting
Bit more progress with OOT3D. Got the sky to (mostly) work. It even has dynamic sun and moon light colors and positions read from the game itself.
Wonder if rather than making custom runtimes for specific post process effects we could have a runtime where you can slot different post process files into. 
This could be interesting for the main runtime branch as well, but I'm not going to slop that codebase up
An interesting idea. Maybe also custom material types for games that use things like cel shading, for example.
Yeah I took a nap waiting for this mfer to not lock up and woke up to the room being 90 degrees and my oled was still on staring at a scene with debug geometry hashes on, copilot never did anything
How do I fork it?
Just press the stop button in the corner and say "continue the work" if it's stuck? At least that's how I do it
Someone correct me if this is a disastrous approach
Github copilot has a literal fork button above your last sent message. Of which seems to be what you were using
Huh ive never seen that, ill look when im off work thanks
Yeah I thought about stopping it and saying something like "you got locked up, resume your work"
Ive also tried messaging it while its locked up trying to jossle it back into working but it ignores me
You gotta hit the arrow on the message, otherwise it just queues the message
Open the github log for copilot chat it will fire specific errors like if the message is too large
Do people use the CLI for Claude Code
id recommend it, I did feel it responded better. Reddit comments said it did
i don't
What do you use? I thought Cursor was their VS Code equivalent but it seems to be a whole other service
the extension in VS Code
cursur changed everything with 3.0 ๐ฅ
no longer based on VS at all
i highly recommend you cancel your subscription if you have one
"lets remove the core of our program that pretty much everyone liked"
Nice, that's very easy of me to switch to 
Or test out
Wasted my last Copilot tokens on trying to fix a Carmageddon issue so I think it's a good time to try out Claude directly
Actually I'm wasting my very last tokens trying to get Deadly Premonition to run with RTX Remix
I think I'm the first and maybe last person on earth to extract that games PC archive files. At least I couldn't find anyone mention their file names online
I let the AI comprehend and extract those files only to find out the shaders were compiled straight into the exe ๐ฅ
Claude cli can be launched through/in VS Code hence why I recommend
I tried Claude and one prompt ate up like half my session usage. How are they calling this pro? Feels like a trial version. I'd rather just pay for the Copilot tokens
claude's $20 tier is just kinda shit
ask for a refund
even on the fucking $200 tier it goes incredibly fast
That's crazy
Yeah, I'll try to just get a refund and spend it on Copilot tokens
I did a rough calculation and by my usage it should come out around $100 a month (actual dollars, so less in Euro and no tax) which would be fine for what would be essentially unlimited usage for me
I wanna try to get as much stuff done while Copilot still seems like a good deal before they ruin that somehow eventually
So I tried making a jxr to HDR JPG converter and it pretty much used my session limit up, so any type of adjustment or bugfixing would have to come later
They're just selling a trial version
The whole session thing is so weird, like I go to bed and waste two sessions I could've had?
What are you trying
how do yall cause VS to lock up
I had it randomly lock up earlier not really doing a lot
It does this a lot lately
VS and Firefox both keep doing it to me
i don't get the pop up though. it just freezes
Whaaat I've never had vscode crash
NecroVisioN, now we're talking true peak
I think it has mostly the same model format as Painkiller.
PK had a fixed limit of 23 influences per animated mesh and then NecroVisioN came and increased it to 60
Wait, Necrovision shared tech with Painkiller? It was different devs, wasn't it?
Just randomly add Necrovision as an addendum to Painkilller RTX 
NecroVisioN uses PainEngine. The developer (Farm 51) was founded in 2005 by members of the Painkiller team
Damn, never knew that
Noo
Kojima was inspired by Necrovision

Around 2004-2006 was a goated time for random Eastern European shooters. I miss that era.
If this isn't peak, what is
ะะพะปะฝะฐั ะฒะตััะธั ะผะพะดะธัะธะบะฐัะธะธ ะดะปั Painkiller ะฝะฐ ะฝะตะบัะพ-ะดะฒะธะถะบะต. ะัะพั ะพะดะธะผ ะฒัั ะธะณัั.
ะะพะฝัะฐะฒะธะปะพัั? ะะพะดะฟะธััะฒะฐะตะผัั ะฝะฐ ะบะฐะฝะฐะป.
ะัะพะฑะตะฝะฝะพััะธ ะผะพะดa:
- ะะณัะฐ Painkiller Black Edition ะฟะตัะตะฝะตัะตะฝะฐ ะฝะฐ ะดะฒะธะถะพะบ Necro Engine.
- ะะพะปะฝะพัััั ...
There are even projects like these where people port Painkiller to the newer NecroVisioN engine
Damn
The Painkiller community goes hard
It brought a lot of software engineering talent together
This JXR conversion tool is proving to take quite a lot of bugfixing. This would've taken me days on Claude Pro
Imagine if Claude releases Mythos
The first thing you're going to try to do on it will disastrously fail somehow even if it's a simple thing
My experience every single time a new AI model releases
i love boneworks
And then people are complaining that the models supposedly get quantized overtime and how that release day model was a godsend
meanwhile me the first thing I'm trying to do on it will disastrously fail somehow even if it's a simple thing
ok....what does that have to do with a monstrous AI model capable of finding security related flaws in softwares
that it can get it in remix
il2cpp unfortunately
it can definitely work but any il2cpp game requires a lot more effort to get working compared to monobleedingedge
Remix doesn't even support stereoscopic rendering
mmmmmm
no mono 
two instances of remix
โจ

i love that game so ill definitely work on it when i continue il2cpp support in the future
vibe code it
it shouldn't be THAT hard
i dont think you'd need VRET for stereo, or even need to make 2 remix instances...
just a niche thing
But isn't the camera offset for both eyes separately
and um
What's that
just make it configurable per game
given how hard it is to run remix normally...
runtime for VR apps
oculus and steamvr use it
i already have beat saber working via unityrtx so if i ever get my VR headset from my folks place i could fiddle with it
๐
i wonder why someone hasnโt tried doing vr by rendering the game once, shifting the view slightly on the 2nd camera thru similar methods used in reflex 2/asyc spacewarp, then have the 2nd camera render that missing information
Not many people have VR to test something like Remix in old games tbh. It's a very per game thing too
Alright maybe...
it's not accurate enough
any flaws are incredibly apparent in a VR headset
maybe remix freecam could be messed with to add VR support
you don't even need to go that far
Would be nice to see what a game environment would look like in VR
once again, you just need to create a duplicate of the original camera and just add a spacing offset...
but you move the cam with your head right, never used vr
iirc UEVR does exactly this
no oneโs tried it before?
Is it going to render again for the second camera with the offset? won't it be double the performance cost 
it'll have to if you want usable vr
yeah but that's how it's going to be, i wouldnt try to use cheap tricks to mitigate that
its already proven remix is performant enough when there is no overhead, so i definitely think you could get usable VR with remix with 2 cameras
beat saber is definitely one of those games
it already runs on a potato
path tracing in vr would look nutty lol
it's just be the really coarse headset movement that would confuse the stuff that relies on temporally accumulated data
idk i just feel thereโs potential for groups to look into a system like that, especially with how i seen reflex 2 and comrade stingerโs demo work here https://youtu.be/f8piCZz0p-Y?t=377
DLSS 3's framerate doubling feature is all well and good, but that lag is painful. But... what if there was a way to reduce it? Welcome to the wonders of Framerate Independent Mouse Movement.
Download Comrade Stinger's demo here: https://drive.google.com/file/d/1lSONJxTz3ThsKSoYwm7lP3sAuYN5rLyg/view
It took him one evening to make, and another f...
i've seen this video, and no this definitely would not work for VR
Ig the main issue would be having the system try figure out what to render on the 2nd frame
VR already has asynchronous spacewarp and it's the best we have rn
im basically showing its possible for an engine to warp world space information and have movement in the world react to that
im not talking about frame gen in vr dw
im not either
Could we have a similar technique be applied to VR path tracing where it's like Steam Frame's foveated rendering for for rays?
vr stuff aside, I wonder how well this would work for normal remix ๐ค
that would be cool to see
its the same concept reflex 2 uses
But it would only work if that VR in particular has the eye tracking technology. Like Steam Frame
probably not well considering we dont have it yet
ideally the next generation of HMD's will include eye tracking, if the PSVR 2 can do it with how cheap it is, so can the rest of the vendors
hell it works on PC now with hacked drivers
idk i feel that could be quite jarring if the foveated rendering is as extreme as resolution
- resolution foveated rendering kinda already does that job
lower res = less rays
unless u mean that + even less rays
Hmm ๐ค
You'd probably also need to rewrite how path tracing functions to adjust itself to eye movement. The only issue here is that the out of focus view would look insanely weird
What are you saying wouldnโt work for vr from this video, the exact technique in the video used or just the concept of using smth like spacewarp to copy and offset the first camera
because how would this be synchronized with two cameras
i feel like you'd get a screen tearing effect if you moved your head the wrong way
Just do itโข
are my current projects helpful/useful enough that they should continue
yes lol
the way i see it, we're showing users and modders that (almost) any game beyond can be remixed
even if it ends up not being fully playable/performant, still worthwhile?
Absolutely
Even if your game doesnt fully work, that means you've started the basis for other modders to work with them
@rose oasis your mods saved my family โค๏ธ
remember when one of your mods saved the orphans from that burning building what a hero
that actually happened
I think VR could work in Remix by combining irradiance caching, temporal reuse, then alternating the render camera between the two eyes each frame. Each eye (camera) would need its own motion vector cache to avoid temporal artifacts, but in theory this would keep the cost manageable while still producing stable stereo lighting.
i think iโd finally see a new colour
are there any vr games that alternate the cameras like that?
not that i know of
sounds like it would be headache inducing lol
Luke Ross makes use of AFR rendering
most games just rawdog 2 cameras, only time i have seen AFR is compat mods
Terribly nauseating tho
I was about to say lol
iโd personally just heavily use dlss
dlss transformers is probably useable in VR anyway lol
man i really want to rush to my parents place to try this lmao
I think this is the way to go
fo4 vr mod allows it
looks nice
vr games already look questionable so PT and dlss strapped to your eyes cant be any worse
dlss 5 vr when?
i'd probably have to do what reshade does to get remix's imgui menu usable in VR
i hope steamvr controller bindings are easy to develop for 
Native stereo in Painkiller
you tried fallout 4 remix with vr?



there is one animal emoji left...
the prophecy has been fulfilled
I got sick right after setting it up so I didn't get to play too much
mod pack. vanilla sucks
so to be clear,
fallout 4, rtx remix, virtual reality
fo4 remix 4k mods
no
fo4 vr
that's why I only said FO4 VR
no remix
I don't see anything about remix there ๐ค


vr remix even
3 hours of sleep take its' toll
can use fake vr get vorpex D:
how was perf?
half life alyx remix when
8h37m was juicy damn
normal FO4 barely runs. VR would be a nightmare
There's nothing there
but... why would you circle a blank area 



