#Vibe Reverse Engineering Toolset
1 messages · Page 7 of 1

i wonder the only way cams dont work right in vr with remix is cause the world matrix is changing each time with head tracking
thats sick but like can u answer my question tho
I woke up 6 times that night
I didn't actually run it with remix so I can't. I misread the message
What about og f4 vr
Are you waiting for Bethesda to give Oblivion Remastered the Skyrim VR treatment? Well perhaps you don't need to! Instead, you can download a VR mod right now that turns The Elder Scrolls 4: Oblivion Remastered into a full-scale VR game that you can use with your favorite headset. With one software download, you can inject this VR mod into Obliv...
I never ran it completely vanilla
i wonder how much of f4 remix’s bad perf is because of path tracing or just fallout 4 being the bottleneck
oh f4se?
I'm loading too many cells at once, not culling at all, and it requires pre combines to be disabled
Skyrim runs a lot better
i wonder how they made space open now for starfield to see if it can be adapted for fo4
Anyone tried the Google ultra plan? 👀 gemini’s been my favorite and they got a pretty nice deal rn
For vibe coding stuff?
Love when I just prompt the AI in the background and suddenly a window like this pops up
GreatHmmm words spotted
lol
Yeah, the selling points the 2m context window 👀
2M context??? how much is the plan??
just so u guys are aware: more context isn't necessarily better. a lot of the time context figures are inaccurate. Claude Opus 1m for example... the model starts to shit itself after only 500k is used. when i tried gemini it was similar, ~600k maybe
how effectively it uses that context is what's important
if gemini does, that's awesome
and it'll probably be cheaper/better value
good for doing simpler tasks that need a lot of context too
Browserbase is the simplest way to give your agents access to the whole web. Try it for free - https://browserbase.run/fireship
Anthropic locked down their new Mythos model because they say it's too dangerous for normies like you and me to use. Let's investigate...
#mythos #ai #programming #claude
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As expected, mythos is a whole bunch of marketing
Anyone smart know the best way to figure out a games memory address that stores a current level ID?
If the level have names, you can start by searching the binary strings and then xref all them to see where the string names are used, and keep searching from there. It is hard because the concept of a "level ID" is too vague, depends on each game, could be a mesh, could be a BSP tree leaf, a file on disk...
Yeah, I just had to tell the AI to pull it from the games code in the end. Maybe I can figure out a way to put it into a tool to ship in the end.
I implemented an ASI patch that reads the games memory addresses at runtime. You can define the address that holds the current level ID and it'll create .conf files based on that ID that you can edit freely. Then I modified the runtime to load those .conf files when you're that particular level. This way I can light different levels in a certain way with the sky light for example.
Here's an example of the first level having the sun be above the horizon (ignore the horrible settings) and then in the second it's night
Slopped explanation
AI just making shit up
technically this could be used for any memory address I guess, could open up some other options
If a certain part of a game is really broken and you just can't fix it you could turn off RT for example. Or push certain quality settings in certain scenes
crappy examples i know but it's 3am
ya for something supposedly this dangerous its weird they’re hyping it up a bunch, even to the point of branding
which ig makes sense
i just dont know why they’re pretending they’re not doing that
Modified the level conf system to have a button to save unsaved changes to the level conf, alongside a level name that's also being displayed if it's present. Saving reloads the changes from the level.conf but keeps the rtx.conf baseline present in the runtime, so it doesn't carry over to other levels.
So you can just go through the game, make changes to a level, save to the level config, then move on.
what if you could do quick material edits for a game within a runtime, per texture
ccoollll
then save into mod.usda and hotload it again to see the effect
In-game contrast/levels adjustments for stuff like roughness maps would be sick. But probably a pain to implement
🙏 i want the ability to quickly add lights to things in the overlay and be able to adjust them, instead of the pure white default with no adjustable brightness
it'd help a lot with games that don't have stable captures yet
Kind of like a add light option in the game and you just you use mouse to snap onto game geometry
that would require a capture state no, how else would you attach it to the game mesh?
well, the add light option is already adding a real light to the object
i just want the ability to move it and change the color
Yes that would be great
Would really love to see something like this merged, granted novice users will need a disclaimer that states you need to do the programming work for the integration
Yeah, I think something like this would be really helpful.
Dark Souls ain't flat no more 
Is that POM
Some normal maps look weird though
No just normal maps
Hmm. Gotta invert the maps
Do some games have inverted maps? Conversion to octahedral is not enough?
Btw dark souls uses NPR for its materials so you have to mess around with the right conversion workflow
that looks more like the roughness map is being weird too
i've never heard of games having mixed normal maps like this
it's not gonna fit correctly even with the standard octahedral NM conversion so you'll have to process those maps separately
could you send a normal map from the game here? Let me take a look
Remix VR is almost ready.
Here's the original normal map
how do other normal maps look in comparison
Here's one I think looks pretty alright in-game
it looks like it's just a normal map that won't port over that well to remix. some are like that. i've had it with CC0 textures too
im guessing it has to be inverted
Y channel is up so this seems to be OGL
or wait
hard to tell from just looking at it
Should be good to go but looks like some normal maps are inverted, idk why it's giving wrong results for Remix octahedral conversion
Here's a little guide on how to identify the convention type
it doesn't look like they're inverted from each other though
it's just that one is kind of a shitty normal map and looks bad in remix
still a good idea to try cause the brick gaps seem to shine like they're in front
i agree... but if this is the case, it means all of them are inverted
Hard to say it looks shitty, I mean currently it looks inverted just because the mortar is sticking out
i'm saying it looks shitty because it looked shitty in the original game too
It could just be a crappy normal map that the original renderer handled ok (or no one looked to closesly)
I asked the AI to look at the shaders to figure out what convention the game uses originally
I mean it is a 360/PS3 era game so most normal maps just exist for the sake of existing
Have you tried PBRFusion4 on the base textures yet?
for FO4 and Skyrim, i decided not to try fixing these original textures because they'll just be replaced later in the toolkit
there's no reason to waste time fixing edge case texture issues
Conclusion: DS1 uses DirectX tangent-space convention (TANGENT_SPACE_DX). The shader stores and reads G as bitangent_Y+ = down in UV space, which is the Direct3D convention. Our int inputs:encoding = 2 in pbr.usda is correct and no G-flip is needed during conversion.
Skyrim in particular might have some good texture packs so most of the work is done
yes
Yeah I need to just go through the game. A lot of the normal maps look decent actually, the weird ones could be fixed manually
only thing that's missing is metallic maps and such
bethesda games have a "PBR" system. not real PBR
it's hard to get good approximations from it for Remix
FO4 is particularly cursed
skyrim has been fine on 99% of them
beat me to the punch, excited to see the results 
when i feel better/less sick i would be happy to test on my VR headset
Straight BARS
pls for ur sake try the most stable remix game like
ever
ik hard find but like
for ur health
im really scared what it'll look like for u
enable dlss ultra perf for protection
Damn, I questioned my PBR converter yet I just found straigh booshit in DS1 files
specular map for this texture
yeahhhhh....
So this will just be about fixing From's mistakes
Pretty crazy what a difference normal maps can do though.
someone made a node for chaiNNer to approximate height maps from normal map. i tried it and it was pretty accurate
afaik it hasn't been merged yet, but when it is i'll post it here because it's really useful
Yeah, I definitely wanna try doing that
original heightmap | the approximation from normal map
This is peak
actually i'm building the zip rn for you to use
In case people wanna mess with this PBR tool I made. This takes unpacked game textures, hashes albedo, figures out normal and specular based on suffixes and stuff (like _n, _s), converts normal maps and creates a mod folder with all the files and the usda. There is a template.ini.
Haven't tested this myself yet as I don't have another unpacked game laying around. In this initial stage it might be good for someone to point an AI at and say "do this for my game".
ohhh
you're doing it that way
you can do it in the runtime btw. you don't need to do it through a mod folder
i'm doing this for FO4 and Skyrim. helps a lot
here
You mean through Remix API or something?
this has the normal map -> height map conversion in it
i'd recommend using the "invert" option
Thanks! Will definitely use it on Dark Souls later
i am doing that, but i've seen other projects handle it in the runtime without using the API
afaik xoxor does it for GTA 4
I think xoxor is actually using the games shaders to figure out which maps to use and then is dumping them. GTA 4 is really weird and not 1:1 with that stuff in terms of albedo to normal and specular association
in skyrim, i'm handling it similarly
All the games I worked on so far just had the textures in a folder with normal and specular next to it so I thought a simple script like this made sense
it pulls the texture data while it's running from shaders, parses it, and converts accordingly
yeah that does make sense then
i did something like this for FNV, but it wasn't complete. i'll def give yours a try. would you mind plopping it on github, or attaching a license to it?
Sure, once it's a bit further along and I've maybe actually looked at the source code to see if it all makes sense
In terms on license people can just use, modify and share the stuff I upload as they please.

i integrated the original code for this into my skyrim mod
Looks pretty good
not as good as a proper replacement, but a lot better than it was before
Imagine silpom ❤️
what texture pack should i try 🤔
the minecraft one
Is there any open source implementation of this anywhere
what is silpom
Silhouette POM, that affects the silhouette of the mesh as well similar to how tessellation would look
Used in CryEngine and recently Crimson Desert
only papers sadly
i found one that's clear enough that it could be implemented
its actually heartbreaking how unknown this technique is
Hopefully the artifacts silpom come with wont be too obvious
i think in crimson desert when the silpom’d wall leaves through the edge of the screen the POM effect slowly dissapears till it returns to being flat
I also sicked Claude on the papers, let's see if we come up with something
Considering AI RNG I actually think multiple people trying the same thing could make sense
😔
Knew it was too good to be true
i'm hungry
Good thing I got Dark Souls RTX in before things went to shit
Still need to figure out how to hook the in game camera through its matrix. I might need to dynamically scan game memory to match the camera matrix; otherwise it’s basically just a giant 3D screen floating in front of you.
Hopefully some Chinese company will come up with a way to give us Claude but the way we need
Not exactly that model, but something similar
🥲
GLM 5.1 with Claude Code is actually pretty good, by the way. I’m using it for the VR mod, along with some custom skills and a web model for research and tool call support. My Copilot already blew past the Pro+ usage limit while I was doing another VRE project in just a few days…
Nice, I'll see how much this rate limiting will affect me, but that could be a good option
Is this because of us 😭😭😭
Blockchain development
microsoft is using it to make windows updates
Oh yeah there was that news about Apple pretty much running on Claude/Anthropic now
Which you can really tell with their latest OS updates btw
"what's the fastest way to ruin decades of development"
the great enslopiffication of codebases
For me, Claude makes "my" code exist in the first place. 
Still my goatetst creation
Claude makes our
You're learning Japanese? that's tough mate
Claude tried implementing silhouette POM but it didn't really work. Silhouette is unaffected. Maybe Kim has more luck
Yeah, that's why I need tools like this 
crimson desert uses screen space displacement mapping actually
according to the game files
I'm interested in linguistics and not even trying to tackle the non Indo-European stuff 😄
Japanese is insanely difficult
Damn, so it wouldn't like change the silhouette for a wall around the corner?
no idea
that's just what I was told by the renodx guys working on crimson desert lol
Yeah, literally everything is different and vocab is neverending. People constantly went like "you don't actually need vocab, it'll come naturally" but that's a lie, unless you wanna stay at super basic level
first build is almost done 🤞
I'd like RTX Remix to be as little screen space as possible but I'd make an exception for silhouette POM
Hope you'll be more successful
Nothing comes naturally with an isolated insular language family from the far end of the world
yeah it would really nice I think
no luck on your end?
No, it just implemented a bit of garbo. Its "silhouette POM slider" just did a cutoff which made the "deepest" parts of the texture invisible. I tried 2-3 iterations but the same thing. Every actual mesh edge kept being straight as a line
😔
I believe in AI RNG. Yours could be more successful. I'd iterate more but the rate limit thing has me scared
I noticed something while creating a new branch. Sultim is cooking too.
hope that dont mean ur work became obsolete?
Sultim is the OG master cooker so it doesn't surprise me he's on that as well
If sultim is taking interest then there is potential in VR path tracing
We're gonna be shooting rays out of our eyes soon
To trace our virtual paths

i do like how he's doing early work on this if its true 60 series has doubled PT perf, would mean the 6090 could run at a native quest 2 res 72hz
which is what bonelab on there already runs at either way with heavy foveated rendering
with foveated rendering and a little bit of upscaling i could see perf leading towards a solid 90 fps
im so excited for the future
okay
anyone wanna try the build for it?
i don't have any games with good height maps to test with
I can test it, I have a spot in Manhunt where I increased the height maps to the point where they should affect edges
is this js remix alone or is it dx11 specific
remix in general
it's a new displacement method that should improve quality a lot
but i can't tell if it works rn
ill test it in some games rq with no pom
well, it needs height maps assigned to textures to do anything
working on a bug fix. realized the checkbox implementation is borked
gimme a min, uploading new build
🤞 almost done
hopefully it works
@vagrant kernel
it's in the dropdown now
Nice, will test immediately
Can you also give me the compatible bridge d3d9.dll?
Tested it, sadly doesn't seem to do anything, at least with my setup in Manhunt
I get the feeling doing mesh outline trickery might be hard to do with a path tracer
claude said as much while implementing
this looks neat
How about automatically generating mesh replacements on the fly with the height data


havent tested skyrim with my build yet other than kim trying hers. but im about to see
hangs but lol
quick, get claude to fix it
"you're absolutely right! Here let me fix this."
I keep getting ❌ Invalid string length today
@vagrant kernel got another one to test
I think I've hit the chat longevity limit
nvm it's still borked. grr
kim have you tried looking at community shaders project for skyrim to see if anything can be used?
not touching anything from doodlum
k
i'd also recommend against doing it
it's licensed freely but he's extremely aggressive and rude
#1489456366765473892 message
decided to turn off that filter. it just catches pretty innocent words. most useless automod filter
Well at least they're making their stance plain
I've met some weird bastards who would be like "oh yeah no problem" and then would just DMCA for no apparent reason
Just have a stricter license
Kim should charge 50$ for FO4 RTX For fun because she has the legal right to do it 
Extra $10 for piper to be properly path traced
Now that would get kim a job at bethesda 
path traced cbbe

@dull swallow and @golden raven for mod pls
huh
You cant be serious
i just think they deserve it theyve been here for a bit
I am ogling google earth 3d maps rn
Yeah lets give the most banned guy here mod
ah yes oogle
No disrespect to uncle, but come on now
huh
literally flight sim
I volunteer not to be a mod 🫡
Can has 
What makes us mod material
because your blunt and have good perspectives
Me when I don't know how to access data straight from the imaging satellites already
I guess
I think we should let me mods decide who and whom isnt mod material
@sharp seal make me mod thanks
d3d11 boooooooo

it was a vote
Google earth
Sorry but I don't have a receiving dish on my roof
can i be mod 🥺
The council shall decide
Nour!!!
i thought u was a mod kim as maintainer
if bailey gets mod then I get mod too 
Murray is so
it's not even funny
ok ok
ill stop
don't be rude
i was just joking dw
I will
I mean if I actually get voted for mod....
if you do i will ban you again
Id make this thread a safer place!!!! Heh
I was about to make a joke related to my genitals but maybe later
Everyone BANNED 
Kim is grumpy 2day
EVERYONE !!!!!!!
/j
idc if you have fun or whatever, just not at other people's expense
@golden raven walking on thin ice again
tell them youre joking so you get mod then do it anyway, smart moves
I live on the edge
Sob
I edge as I live
Youre owner material 
there's currently no need for more mods, but it's good to know who is willing so we can offer it later
I'm mod in xoxor's Discord. I occasionally ban spammers that's it
Actually no
whats this thread about???? Something about engineering???
I don't want to be mod
2nd #offtopic unlocked
Make Claude mod
idk man I don't have a degree
Lmfao
just give Kim the ownership so we can do cool stuff
Kinda missing out on the perks
and PINS 📌
💢💢💢
We can't pin shit
Speaking of vibes, this has to be the fastest, smartest model I've ever seen. Holy.
interesting but can it do vibe tools
I'd say yes
Always willing !!!
Running locally it is impossible to use with reverse engineering because it cant read a file that has more than like 300 lines at all, and all tools don't seem to work, even at maximum context size set. The cloud version has none of those issues though so it might just be an issue with ollama
It's smart at least
I tried it, but it seems like this model’s coding ability isn’t very good. It can’t handle complex tasks, and sometimes it doesn’t return tool calls accurately.
I don't doubt you
But for what it is, I think it's the smartest small model I've seen so far
64k
what model r u using
Last few days ive been trying different models and quants on my rtx 3090 LM studio , but every single one always glitches the tool calling , infinite loop that doesnt stop. But i really liked the model because it is rly fast , like 80-110 tokens a second , even on high contex it still maintains very high speeds.
I had great success with tool ca...
@crimson yacht here. Full pdf explained
64k context. Screen recording makes it slower. It's even faster without
I should probably reinstall ollama then because this would just not work on my machine at 256k context
This person managed to get it running at 260k context
I know a guy who runs the full fat 31b at 1m
Ill take a look
He has several 5090s and a few of those ai GPUs
A bit slow at 256k buut still usable
Full docs of my mobo
how much token usage?
20k for the document
I need to find something larger
mmm
I'm gonna try web search
just have it read documentation on unreal engine
lmao
Does it have vision?
or you can feed it a cpp book
yes @sharp seal
to this day I can't get any of your videos to run properly on my mobile (thanks discord)
i'm gonna mess about with it
That or a random video starts playing in the background from discord on another app

m
Unleashed it on the remix source code
Can it convert xyzrhw to remix compatible format that's the question
'
Bruh what were From thinking ✌️ 😭
use opencode + the API from ollama and it does pretty well
it can even use the vibe tools
I love it when Claude says "Implementing so and so..." and then doesn't do it
I love it when opus 9 times out of 10 never works and gets stuck in an infinite thinking loop
Nightmares
tf is that
Really need to figure this texture issue out cause it's giving me the creeps
uv's
and textcoords
In some areas the environmental textures are replaced with this big single repeating eye texture
Horror slop games wish they could be that creepy
didnt someone port silent hill pt to unity

same thing, uvs
for the repetition at least
the incorrectly assigned texture is something else
In Dark Souls it's actually multiple meshes overlaying and affecting each others textures constantly. I can filter the draw calls, only issue is, what works for characters doesn't work for the environment and vice versa
atatch a logger to the uv part
There is a weird thing where whatever shaders are left in the game affect the camera suddenly and when that happens the mesh order gets fucked up and the texture swapping begins
@dull swallow
PLEASE
I already have significant brain damage from trying rogue trooper over four times.
That game is either cursed or I just don't have the kim magic in me
hey kim can you add that new ai agent to vscode pls
It's frustrating when working on a relatively big project spending time getting nuanced things to work, and then coming back to the very foundation 30 hours later to find out that there are huge regressions all over the place
Anyone else managed to break the games collision and start walking through walls trying to fix the camera 

how
you need a DRM free copy if you get my meaning
mm
Claude just decided to cook up its own shader dumper lmao
Hmm.. dumper..
did you have it use the dx9 analysis scripts yet?
Giving up for today
use scylla to dump the game exe while it's running, then have it run the analysis scripts on it
So I tell it to unleash a couple agents on the scylla dump and unleash them on the renderer?
🤔
just tell it to run the dx9 analysis scripts on the scylla dump copy
it'll give it a lot of good information to get started with
Okayy
very ver badly
I can at least get rogue to have a functioning ffp port and then get stuck on the detail
this game is cursed
TS just won't
i spent ~2 days on it
yes
Yeah
I figured half that you'd have a different outcome but thatd why I kept my hopes low lmao
I'm not giving up
I should be smart
I'll havve an interview in 12 hours
but no
uh huh
yeah so
this is one of few games that i would actually just try to use the Remix API to handle instead of FFP conversion
😠 i think a spider bit my foot
Only if I knew before
its messed up. only got to hook
Deep in the DVEEDS 
Ts giving me ai psychosis

We're going to find the smoking gun so much. You're going to get tired of finding the smoking gun. you’re going to say, ‘Please Mr. Gemini, I have a headache. Please, don't find the smoking gun so much. This is getting terrible.’ And I'm going to say, ‘No, we have to find more smoking guns.’ You're gonna say, ‘Please.’ I said, ‘Nope, nope. We're gonna keep finding the smoking gun.

VR progress : I still need to optimize performance and image quality, which means rewriting a big part of the render pipeline to support dual cameras. Ray reconstruction can’t handle it properly either, so I might need a different approach, maybe something like YORO style VR method.
I feel really sick after just a few minutes of playing.
Whats yoro style vr?
SOCIAL MEDIA DESCRIPTION TAG TAG
how does yoro style vr compare to true duel rendering?
@rose oasis oh my god look
this is what i’ve been talking about
oh my god this is exactly the idea i thought about and someone already did it
im so happy
@fathom oyster I think some other games like gmod would be a good fit to this VR capabilities
Are you alternatively between two consecutive frames for each eye like you mentioned earlier?
I think that's gonna cause some issues
Because the camera is being offset so frequently it's definitely going to like mess with the denoiser because there's no stable temporal data available
Since it's switching up so fast
I think this can be solved with two render pipeline instances, with some parts shared between them. Just need to dig deeper into the code.
"ALL DIP draws are skinned, no rigid world matrix" Are there games that actually do that? All draws skinned?
Or is Claude just high
doesn't make sense
if this is for Dark Souls, if that were the case i don't think you'd have it working right now lol
No that's for Deadly Premonition
What's wrong?
burnout paradise still won't work 😭
Aw. That is disappointing for sure.
It is always rather demoralizing when a game just won't cooperate no matter what you do.
Maybe there IS a limit after all
Maybe. I have never played Burnout Paradise, but it could just do things in a bizarre enough and convoluted enough way to make compatibility incredibly complex beyond what any current AI can figure out.
The fact that I got Trespasser working once but couldn't replicate it makes me question if a valid approach would just be to retry randomly again again and again
You need to consult the actual wizard for this
It really can just be the luck of the draw sometimes.
This is what happens when rendering at 5 A.M. as a game design college student
Contact Me - [email protected]
Twitter - https://twitter.com/fscnightmare/status/788008410952241152
Let us know what you do #at5am by using the #at5am hashtag!
Reddit post - http://www.reddit.com/r/videos/comments/57qsd3/this_is_what_happens_while_rendering_at_5_am...
Never paid attention to it before but the color matching on some of those monitors is horrid
Assuming thats like a classroom meant for video production or editing lol
Gooood meowning everyone
What game
Claude crashing out
There's a burnout modding server I'm in, might be worth it to ask in there, not sure how far they've dug in the paradise era but there's a lot of wizards for the older games there. I think the dude who did the original recomp for burnout 3 is in there
All modifications are memory based
Actually now that I think of it, for me messing with the game was relatively easy with the proxy. But manual RE will take some effort
Maybe some long lost forum about reversing burnout paradise will have some information
If there is one.
i'd be interested in joining
https://discord.gg/GB6AT45ju see if this link works
Wanna see a bigger ai crashout?
Minecraft ai
fucking up
And then even funnier


Love it when Claude is thinking forever and then hallucinates that characters not showing up was somehow the problem, mate, nothing is showing up
What game is this?
^
what mod is this lmao?
Yeah not sure how much help that server will be but ive seen people rip models and other edits so someone has to know something
I loved these videos about burnout paradise where you have these glitched out paintjobs on your car.
I'll be showing you some common neon & rare neon glowing cars & bikes (rare GLOWING RED NEON NIGHTHAWK ). I used the save data mod - LINKS BELOW -
Links to PS3 mod files & Parts to mod them
Disc Version
http://www.mediafire.com/download/ykst4727w77ch54
Download Version
http://www.mediafire.com/download/246ulzvquvritvo
List of Car, Bike & Tra...
I think that's about the only one I vividly remember
😆 yeah me too
not those specifically but just random videos like that
rn i'm trying to patch out the anti debugging shit so i can do a PIX capture
fuck
well what if i just fork renderdoc and add DX9 support instead of relying on PIX?
DXVK modifies the way the game is rendered/drawn enough that i don't think it's reliable
use dxvk to log the frame results?
Is that possible 🤔
Instead of translating it to vulkan code you could just dump the entire rendering pipeline. Kinda like how PIX does
maybee
i'm gonna try this first though
whats the diff from pix to renderdoc
PIX is a closed source capture tool similar to renderdoc, but made for DX9 specifically
and renderdoc is only for newer APIs
ah
is it connected to microsoft PIX?
Does PIX work on newer Windows? I read something about people using it in VMs
it worked for me
which one?
well, i was talking about PIX. that's the PIX i'm referring to
but i'm using the DX9 version from the SDK
time to get some more
2 fps in pcsx2
all rastered
but eh
i need another agent so it can review more
and thats in dx11
ultrakill dx11 mode but something preventing me from selecting things
Claude is just in token burning mode today. How could it implement a VHS filter for Manhunt easily, but then a much simpler color grading system for Dark Souls takes forever and is broken.
I'm going to make it document every successful runtime change it makes and just not take anything for granted in terms of being "easy"
dx11 spongebob rehydrated ue4.. path tracing is enabled so i get 2 fps . i need to fix texture corruption as well
I've been thinking if we could all do that and make the AI explain every successful approach it took, couldn't we pool it together and make a "best practices" document for the AI to work from? Maybe not as a first order of business type thing, but something to look at if things aren't going as expected
I think it would take up too much context
Every time we run a new task
It would read from the instructions list and probably end up far worse than it is
You'd ask it to refer to the document to solve a problem for inspiration, not plug it in automatically
It could scan for context and get some inspiration
The most important aspect would be the "known to work" nature of the approaches
If someone wants to pull color grading data from a game and implement a post effect into a custom runtime, here's the way DS1 was done
DS1 color grader actually helps a good bit getting the game look more right
thats awesome
I wanna see if I can also adjust the tone mapper in some way. Idk if I'm just too dumb to set the right settings but I just can't get the eye adaptation to look right. Shadows are always super dark and it going into dark areas doesn't brighten it over time to a satisfying level, it just kinda either stays dark or when going back out into the light, it stays overexposed.
Fog values are another aspect to just grab from the game I think
Sun elevation and position too
Just making notes for myself here 
how are the volumetrics
They are still weird in this game, like they don't make sense always. I think this has to do with parts of the rendering still not being FFP so RTX Remix doesn't know where to exactly place the volumetrics
I had the same issue in Manhunt where in certain levels volumetrics just wouldn't apply at all
attach a logger and autodetection to it so it can pinpoint. it will record it in the logger and ai can fix it
skyrim?
nice
Btw Blender has a CLI I found out 👀
can i use microsoft pix for performance in my project with dx11? i saw it mentioned somewhere
we were using it for a while to bake textures for the AI upscalers
Whats a CLI?
command line interface

jebus
7% of my weekly usage used up so far
what agent
opus 4.6 1m
ye that uses x3 for vscode
using subagents for each task too
how do you add another agent
just tell it to use subagents for the task. it will basically spawn a new chat within the chat, and prompt it itself. it avoids filling up the context of the main chat, and helps prevent hallucination
so i cant use that one burrito was using in vscode?
it will work
idk what you mean
#1481706093976621277 message
ah
i messed around with it for ~4 hours last night
what is this for
adding DX9 to renderdoc
capture support so claude can analyze dx9 games
which cookie we talking
i got the emoji one
or macadamia. those are my fav
i just explained it while we were talking about the cookie though
i was focused on the cookie 
> 
i'm split across 10-15 projects right now and i'm burning out
many of which are desperate attempts to get some steady income. have had pretty much nothin
the commissions were good though
contemplating making the skyrim and fo4 mods free but closed source for now
dude that's too much
somehow i'm still active in all of them and release updates
only one person has subbed 😅
there's like 0 interest in actually playing it ig
lemme try to list the projects
- flow-like particle system
- burnout paradise
- fo4
- skyrim
- vibe tool updates/maintaining renderdoc
- vapourkit
- periodic testing of chainner features (like the new normal -> height node)
- updating spandrel (chaiNNer's model loader)
- developing new AI architectures
10-15. training ~4-5 different AI models actively - PS2 recomp project
- dxvk-remix updates for various things, including the fo4/skyrim projects
- FNV
Does flow like particle system work? Like does it work like flow?
i sent you the link before
it's a flow-like system that relies on the existing particle and volumetrics system instead of a direct port of flow
I did read this https://github.com/Kim2091/dxvk-remix/commit/ff8e566ac0a56ecf5e32f1611c44926fd23c7bfc
yeah
it's close to working
i saw some fire effects that blew out and turned into smoke
just need to get the values right
now that it's on github i'm just gonna leave it for anyone else to continue/stabilize
it's very close to working
I need to see this 😭
doesn't help with the fact that you also need to build it locally
🤣 forgot the silhouette pom project too
it's accurately implemented
it's just not activating properly
how many fucking projects do i have...
there's more too
i just can't remember them rn
You're fully booked 😭
we're at step 15 now
and on top of it, i'm sick and my mental health is shit
these projects make good distractions and prevent me from thinking about anything personal ig
apparently i need this many to prevent it
Could directly contribute to Renderdoc repo because I did see dx9 in their project but it's just a placeholder/silhouette with nothing in it
yeah
if it works i'll do that
gave up on barnyard btw
i realized i don't have the skills to make the correct kind of textures
it's in a good enough state that someone else can do the replacements
managed to patch out the antidebugging stuff in burnout btw
but PIX hangs on frame 2. i think it's just incompatible
that's why i'm doing the renderdoc update
i has ai research pix and it said it was dx12 only
i mean thats pretty good right
7% of my weekly usage used in 2 hours is very fast
in a bad way lol
this is a very complex thing to implement and it uses a LOT of the credits
so if it doesn't work i'm gonna cry
thats gotta only be like a once in a blue moon operation, you aint gonna spend 7% every 2 hours right
well
”right on the mark with that one! Here let me fix what was wrong”
the tail end of the original FO4 mod used up 18% of my weekly in only 3 hours
“You deleted the project”
”absolutely right, my mistake, we’re almost at the x mark!”
they really need to fix LLMs sounding like clueless suck up douches
they should pay me to fix it
😣
its mainly to block badly made slop commits i think, building up ai generated code after years and years could also slowly lead to a higher bug amount
little things about how the ai does writes the code i think
I think repos should have an LLM tag or something
I would never wanna upload my LLM generated code to a GitHub repository unless it's already touched by AI from the get go
Don't overspend my man
I find if I use Claude code and switch to co-pilot to continue when usage limit hits, co pilot gets utterly confused by the structure and spends ages re-arranging everything, then switching back the same thing happens.
You can use the Copilot‑API (a proxy server that supports Anthropic’s endpoint) with custom environment settings for Claude Code. If you hit the Claude usage limit, just switch to your custom environment. That way you can keep using Claude Code without rearranging everything.
Turn GitHub Copilot into OpenAI/Anthropic API compatible server. Usable with Claude Code! - ericc-ch/copilot-api
very close to getting renderdoc dx9 working
the captures now contain the texture and mesh information like they should. just working on the replay side of things to support reading it
@rose oasis can i adapt renderdoc to dx11?
yeah the whole point of this is to expand my renderdoc vibe tools fork to support DX9 games
first time using the RE tools here, how long is this supposed to take?
can take up to an hour sadly
👁️
game exe calls the dll anyway, its like 600kb
right but bootstrapping is to help the disassembler out with useful strings/other information
and the disassembler is usually used on the main exe
agent went straight for unityplayer
lol
😔
btw if you're not, use my fork which supports renderdoc: https://github.com/Kim2091/Vibe-Reverse-Engineering/tree/renderdoc
very very useful for DX11/12/vulkan
what estimate is that based on? filesize
fastest i've had it complete was ~15 minutes on an exe of around 1 MB
longest was 2 hours for a 37 MB exe
will do if i run into any rendering stuff, currently im finding a method to intercept mesh creation in unity games that are older than v2022 because apparently the APIs unityrtx relies on did not exist prior
renderdoc is awesome but I've only been able to hook it in general like twice lol
unityplayer is 25mb, is the utility multithreaded at least? i have a 7950X3D 
ah that might burn me maybe then
it can't really be multithreaded because it directly relies on claude parsing the output and stuff
tried using the thingy that shall not be named but that didn't work

the main bottleneck appears to be the LLM reading and writing the info, rather than the tool itself
@atomic steppe made it. he might have some insight into how to speed it up (bootstrapping)
you need the other thingy too. one won't work without the other
ahh
its still hung on the same place since the last screenshot, it decided to dump raw strings from the DLL which is where that comment came from
welp claude crapped itself thinking about the trex folder when its 64 bit
uh a ue5 game almost worked with dx11 argument
renderdoc helped my performance issues. ty @rose oasis
can someone give me a eli5 for bootstrapping? lol
#1481706093976621277 message
Windows defender gave a slight headache at one point deciding remix is a threat all of a sudden for no reason, glad I noticed the notification before spending hours on that 🫠
false threat
Trying to make a DX9 renderer for a GTA 1 source port for laughs
It did rewrite it from OpenGL 3.2 to DX9
@rose oasis is there any benefit to your fork other than renderdoc? Just trying to make sure I'm on the latest and greatest of the vibe tools
renderdoc fork afaik is the latest of anyone's work
shouldn't be missing anything by using it
Thanks Kim 🙂
Gettin somewhere

He be loving that gun
Found so many smoking guns im starting to wonder if someone doesnt know how to reload
✨
renderdoc dx9 is fully functional now
textures, meshes, etc. all work properly
if anyone wants to mess with it, i'll have it on my fork soon
bruh
GUI doesn't work right for DX9 captures yet, but the CLI tool that claude uses does work right
this took 12 fucking hours!!!
sob
My claude chat is considerably more interested in fixing the issue after I told it "fix this or the world will cease to exist, this is extremely important"
Also this mf has "fixed" so many issues while hunting this LOD problem except for the LOD problem. Fixed terrain hashes changing, fixed framerate, fixed weather not rendering
All i've asked this mf to do is always render the highest LOD available
renderdoc is almost done building FINALLY
had to make a custom workflow, custom fork, do releases, update vibe tools to download from that release, update the skill file to accomodate some issues
ughhhhh
You know, I have been told that gaslighting it like that does make it perform better.

it uses this custom release of renderdoc: https://github.com/Kim2091/renderdoc/releases/tag/v1.43_dx9
Games that are above dx9 probs don't benefit a whole lot from bootstraper as the db it pulls from doesn't have much past dx9 data,
It should run in a sub agent thread anyway and shouldn't block work,
I do need to look at it again and improve it
I'm afraid that without a Remix, adding such cool things as pbr and other delights is impossible...
Now it seems like a Remix is the only solution.
so right now, many games seem to block the F12 button press to perform a capture. i'll work on that tomorrow, along with implementing the overlay in the top left
just got my first "smoking gun" today lol
bruh
wtf
~~ im trying a custom harness to use gemma4:e4b as the tool caller and claude as orchestrator to save on context, i need to do more tests, but ive run this find culling prompt for Mount&Blade as a test on claude at least 10 times before it always takes around 30 minutes to find the sphere frustum test to disable culling
Using gemma as main tool caller and Claude as orchestrator it found it in 5 minutes~~
ahh kb.h may have been pulled from before it may have cheated hol up it was a filthy cheater
does save alot of context tho need more testing
A bit more progress with OOT3D. Got the second screen to render correctly. I am pretty sure that it is always going to have to be in a separate window, however. Also, this isn't necessarily terribly new, but a bit of a look at how Navi's light changes color depending on context.
I waited an hour and 10 minutes just for it to tell me to wait an hour and 9 minutes 
69, nice
When trying to fix a crash takes twice as long as making a whole new renderer 🥀
We should do GTA 1 RTX and release it on the release date of GTA 6 so PC gamers have something to play
I'm yelling at Claude now
I swear they pare back to a shittier model behind the scenes sometimes.

Turns out human brain > AI. I just had to think of a bunch of debug steps and tell Claude to test enabling/disabling stuff
It was going deep into RTX Remix runtime code, hallucinating shit
"okay, we definitely nailed the head on this one!"
"Now I found "the smoking gun". The game is running in DX9!"
god imagine how messed up you must feel seeing you tokens wasted on the ai trying to figure out if the game is dx9 💔
Bro I've been crashing out this morning
Just have this open on the side typing some stuff in it here and there and seeing the dumbest shit
crazy seeing how much these companies are trying to base all ai innovations on the base of LLMs, like i can't be crazy in thinking an LLM isn't a good base for a vibe coder right?
or for trying to make sentient AGI
is there no system for like short permanent memory
yknow just to add vital details to always remember like IT BEING DX9
I already have instructions to write all findings into a file and refer to that. It's all in there. It's just dumb-assed today
Literally gave the exact description of this distortion 2 prompts ago
And it didn't do a lot in between
and this is like the model u always used?
Yes
Now it's talking about single-player vs multi-player or some shi- I'm switching to GPT
hello world
yeah it was doin that for me yesterday too
claude is really fucked up recently
hehe
overlay is working (top left)
I swear they bump it down to a GPT-4.1 level model silently behind the scenes to deal with increased usage
When it's dumb, it's DUMB
I have always meant to get around to playing Jade Empire at some point. Seeing this, I am quickly running out of excuses.
the story is pretty good
but the gameplay is like mass effect but more jank
pretty annoying to play at times
well
i guess it feels a lot like dragon age 2's gameplay?
I can deal with a bit of jankiness now and then.
That isn't too discouraging, honestly. From what little I have tried of it, it seemed quite tolerable at worst.
Probably. I haven't played a BioWare RPG I didn't like yet. I might have only played, like, three... but still!
i've played 5 or 6 i think
only one i haven't liked much is DAO
not really sure why 🤔
I liked the story and characters well enough, but I do think I actually preferred KOTOR's gameplay. Maybe that is just nostalgia talking. 
KOTOR is pretty fun
DA2 felt more like a mix of KOTOR and MA
whereas DAO felt a bit off
Some of the areas felt a bit big. Gives you a lot to explore, I suppose, but it also makes finding any particular thing that much more difficult.
GPT fixed the HUD in two prompts. Claude sucks
anything but opus 4.6 1m recently is useless
I'll stick with GPT for now. It even fixed the input bug Claude introduced and then was too dumb to revert
I guess the right approach is to not waste time with either Claude or GPT and switch when you notice things are going nowhere
yes that's a solid approach
Sadly I do tend to fall for the "maybe the next time it'll get it" aspect
It is natural to want to believe it will be better next time. It doesn't help that they are very good at SOUNDING like they know what they are talking about.
Yeah ive been busting my ass with sonnet 4.6 for like 3 weeks trying to solve the LOD issue, I really only need it because hashes change so much it would make replacements annoying. Probably gonna try GPT tonight if I feel like looking for any "smoking guns" lol
We need a smoking gun emoji at this point
Isn't there a tone and style preference so that the model could use more formal words?
Instead of being so joyous and enthusiastic about everything
I like Opus but Sonnet sucks, and Opus can get on my nerves too sometimes. Its like if you start a new conversation they've got a 50% chance of being really smart, or just spinning in circles and never being able to start properly
Same, I don't get too many over joyous responses from sonnet, its more like a work email style of tone from it. Maybe i should tell it to be more whimsical then I'd get more responses like yalls lol
dyslexia simulator font
whhich momodel
aaaaa
keyboarddd
GPT-5.4

Path tracing actually kinda works for GTA 1
Like it enhances it
The world is 3D
neat
"AI, make this 2D game 3D."
It is kind of surprising just how many older games this is true of.
lets get driver 1 working 🙏
I'm trying to find a "cut off point" but it just always works








