#Vibe Reverse Engineering Toolset
1 messages Β· Page 10 of 1
My weird experiments make the rounds
First comment has almost 10 likes and it's decrying RTX Remix requiring you to have an online account to use
People are so fucking stupid
Imagine making shit up in your smooth brain and then getting angry at it
Never mind AI hallucinations. Smooth brain hallucinations is the real detriment to society.
Combine the two and π€―
replied under that with german translator
When I say "but don't worry about that for now" and it gets put on the to-do list 
To do then not now π§
textures really dont want to texture no matter what the ai tries
How they be looking currently
i think tt games js hates ppl
i might try again for dx11 titles now that i have this knowledge
but this game is going nowhere
When you try to ignore one of the busted textures, does it disappear entirely or is there potentially another layer beneath?
So you ignore one texture and everything is gone? What does the texture picker look like?
texture picker has some textures for characters, then the purple textures, and yes i ingore one texture and it all goes poof
Hmm, the shaders should give info about whats going on with texturing in this game. The AI said they're compiled into the exe? Tell it to pull the shader data and look what might explain this texturing behavior and to fix it so more individual textures show up.
trust me this game needs rtx
Its all compressed to a seperate rendertarget
Ok a different priority than 0
Changing priority causes the game to not boot anymore
Wat, okay maybeee but it looks good already
lole
from that angle yes
its all screen space
js saying it cuz i have access to modding tools esc items
[10:49:27.838] ===== MafiaRemix log opened =====
[10:49:27.839] MafiaRemix attach into pid=14836
[10:49:27.841] dxgi_proxy: real dxgi.dll loaded at 00007FFD712B0000
[10:49:27.847] MafiaRemix init thread start
[10:49:27.848] hooks: MinHook initialized
[10:49:27.849] MafiaRemix init thread done
[10:49:28.069] hooks: MinHook uninitialized
at least the dll hooks
so far
what game is this?
mafia definitive eddition
67
WHERE'S MY FUCKING TOKENS
it just really needs DLSS
something that can be done with these tools btw
the game has TAA so it already has jitter and motion blur
it shouldn't be too hard to do it
guh
Can you use that to add DLSS to games that doesn't really have support for it? Like some old games
luma requires DX11 sadly
Before upscalers were a thing
and dlss requires 64 bit. i tried adding DLSS through luma into burnout paradise remaster but the 64 bit limitation stopped it
Not like optiscaler that swaps out upscalers
Wait remastered isn't 64bit
I'm surprised
π€¨
this is hell. ofc it's 32 bit
I wanted to add dlss to battlefield 3. It has dx11 support
do not ask me why it would need dlss

just adding dlaa support is pretty easy
you just need the motion vectors, depth, and jitters
This is the last game ever made on RenderWare
do you need the projection matrix to jitter? Like what's the catch here
(I hope I said that right)
you need the projection matrix or the jitter array
if a game uses smaa t2x you can usually find the jitter array pretty easy
smaa t2x usually uses (0.25 -0.25 -0.25 0.25) for the jitters so you can just use cheat engine to find that
and replace it with halton
Sounds interesting
what if a game doesn't have support for TAA, such that there is no jitter array
you just apply the jitter to the projection matrix
the big limiting factor here is the game's motion vectors
luma?
ah ok thx
https://www.reddit.com/r/HDR_Den/comments/1r1kecv/just_cause_3_is_now_playable_in_hdr_and_with_dlss/
wow
yeah i tested it
it's really good
@muted sun inspired me to try luma mods with his work on dying light 1 using the vibe tools
btw guys... terrain and LODs work properly now in skyrim
an unfortunate downside to the map working: it quickly fills up VRAM
a positive: oncei implement the custom culling, it shouldn't be a problem anymore (when the map is closed, it won't render anymore)
i wonder how easy it is to use luma
Wow GTA1 looks amazing in RTX! @vagrant kernel On a serious note would be cool to see it looking like Chinatown wars PSP
I was blown away at the start where it shows a police chase and the dynamic lights from the sirens on the buildings, on a freaking PSP!
you just install reshade and then drag the addon file into the game folder
oh and you need the dlss dll too lol
You know its serious when the AI is actually worried about you π "Want me to dig into the fanout w2v path, or take a break? This has been an 8-hour session and you're understandably fried. Saving the current state as a checkpoint (menu works, geometry transforms correct, only fanout-camera wiring left) is a real milestone, not a regression." I didnt even say anything concerning π
is this 4.7?
Yup
it's very caring compared to other models lol
it does a good job of knowing when to start a new session too
I dont mind it at all tbh π
Oh damn I havent noticed that. Thats cool
me either. i like it
Thanks! I definitely wanna get some sort of top down GTA going at some point. The version I made the renderer for is sadly very barebones and you can just walk and drive around
The mentioning of bones just gives me ptsd from trying to implement them π
Same here...

AI Psychoses
Human suffering
Gaslight it, say your timezone is 2 hours behind so its actually only been 6 hours for you. See how it responds
I want to see it in motion
sorry, i deleted that branch lol
guh
FNV is so nice in comparison
yeag
And I thought OOT3D was bad... Now THOSE are some proper eldritch horrors!
Man made horrors beyond comprehension
Dark Souls looked similar but I did a RTX Remix capture and then it mostly fixed it
Still one bone is lifted for some reason
But I found bones in the files so I'll prob just point the AI at that
Still, bigger issues with Dark Souls than skinning
B b b but rtx..
Mostly js want to steal the map from the captures/customizable rtx
I guess i could like
Try halo reach myself a bit to see if I can actually do it before you try
we r working on dlss for it now. but u would just wanna make a dumping utility with vibe tools instead of gettin remix workin in dis game
yus u should!
True
I wish I could figure out how to get JPOG high quality terrain working instead of forcing the high quality sky in π«
have gpt do live analysis to find the address that controls terrain stuff i guess?
I've tried everything
π claude just said footgun
π«
Don't suppose someone could have a quick crack at it
Remix detects the baked texture for HQ terrain
hopefully this is all useful
Mmhh, awesome VS code just randomly prompted me to save my workspace which I did and now upon reopening the chat session is gone π
I've closed and opened the program many times
Why does it randomly ask to save the workspace now and then delete the thing I had saved prior
Ass program
program of ass
- dxvk-remix-gmod - this is a customized version of remix that has UI and skinning support through the Remix API; which well be using to convert geometry for remix api
- game folder
- project folder
-shader source folder, containing shader hlsl code for stuff like weather, constatns and registers, in the fx format
- halo reaches assembly tool
ask questions if you are unsure, do not assume the answer, create a progress sheet after every milestone```
should i specify halo reach is ran via a dll?
that looks good, but i'd consider starting out with a smaller scope instead. that's a lot for it to research and it'll fill context very quickly
u might want to have it only look at the assembly tool and the game folder, and analyze what level of engine control is available
yes
dont want that role
we're going to make a mod for halo reach to convert its game data to the remix api; to start, use these folders to analyze what can be done on the engine side
- game folder
- project folder
- halo reaches assembly tool
ask questions if you are unsure, do not assume the answer, create a progress sheet after every milestone
please analyze the contents of these folders to determine the level of control we can have over the game engine. the end goal: find stable points in the game's renderer to pull the final rendered output, so we can pass this to RTX Remix through the API SDK. that will come later, we just need the initial setup right now.
folders:
- game folder
- project folder
- halo reaches assembly tool
ask questions if you are unsure, do not assume the answer. with each major discovery, log this in a document```
could you show me what it said?
is it js dx11
from my understanding it's all dx11 but the backend is dx11 written like dx9 if that makes sense
Did Claude generate that
yeah
No wonder it's wrong then 
im having it read the shader code
something something
WE GET IT

MCC is kinda a fuster cluck so I'm not shocked it would get details like that wrong :p







like in MCC all the textures are BGR instead of RGB which is more of a DX9 thing
luck wished
eventhough this is for Halo 3 I would give it to claude as reference
https://github.com/SpringContingency/HaloX
Contribute to SpringContingency/HaloX development by creating an account on GitHub.
DX11 confirmed, no DX12. Grepping the entire HLSL tree turned up only DX_VERSION == 9 and DX_VERSION == 11 branches β zero DX12. The DX12 strings we saw earlier in MCC-Win64-Shipping.exe belong to MCC's shell/other titles, not Reach. Your question #1 is fully resolved β we target ID3D11Device / ID3D11DeviceContext.
π
Reach is a deferred renderer with named entry points. hlsl_entry_points.fx enumerates every pass: albedo (G-buffer), static_*, dynamic_light, shadow_generate/apply, single_pass_*, water_*, active_camo, imposter_*. The albedo entry is exactly where Remix wants to intercept β it's pure surface material data before any lighting.
Material vocabulary is fully named. templated/albedo.fx + templated/bump_mapping.fx give us deterministic sampler names (base_map = albedo, bump_map = normal, detail_map*, change_color_map, color_mask_map, wrinkle_normal) and constants (albedo_color*, *_change_color, specular_coefficient, roughness, specular_power). Maps near-1:1 to remixapi_MaterialInfoOpaqueEXT.
BRDF catalog is enumerable. templated/materials/ lists cook_torrance, two_lobe_phong, single_lobe_phong, diffuse_only, glass, hair, skin, organism, foliage, sh_glossy, material_model_none β each becomes one rule in the translator.
hey
sorry if thats spam
wen u paste things from claude, put
around it
im js seperating them so i can listen to each one without having to listen to the full thing
ok
it will do this
Vertex formats are enumerated with input layouts. hlsl_vertex_types.fx has 20+ named structs (s_world_vertex, s_rigid_vertex, s_skinned_vertex, s_decorator_vertex, s_particle_model_vertex, etc.) with numeric IDs that align with Assembly's rmt2/mode tag enums. We know what to unpack and what to skip (HUD, screen quads, debug).
Lights and post-process are cleanly identifiable. lights/* gives us the light list β forward as remixapi_LightInfo*EXT. postprocess/ (FXAA, SSAO, HDAO, DOF, bloom, final_composite_*) is the boundary where we stop capturing and let Remix do the compositing.
Reach being deferred sounds right
It was one of the first games to ship TAA
-# no MCC doesn't have the TAA sadly
(a) verify whether the shipped MCC PS blobs retain reflection info (quick static check β a few dozen KB of extracted shader blobs), which decides the online-reflect vs offline-DB path, or
(b) dive into templated/self_illumination.fx + water/ + effects/ to close out the emissive and special-case material questions before we touch any code.
Let me know which you'd like, or if you'd rather skip to scaffolding the proxy DLL project.```
yeah
would just be nice from a motion vector standpoint :p
reach dlaa would be peak
Cursor js reset my monthly to "finish off my work"
A
too bad i cancled and deleted the app lol
the ai was ahead of me with this and has a plan for converting self illum and water textures to remix counterparts
Minimal injection POC first β a dxgi proxy that only hooks Present and writes "hello from Reach" to a log file, to confirm the EAC-disabled launch actually loads our DLL and nothing explodes. Smallest possible live validation.
claud still is funny sometimes
thats its master plan
https://youtu.be/AG-srxp8xLU?t=47 soundtrack for AI reverse engineering
cool
Can't have shit on the internet
Thinking of just using AI to write a tool that automatically backups VS Code chat sessions to a folder in the background
I had AI look through the saved chat logs and it actually just nuked my MDK session entirely. The rest is there, even old stuff I never even saved. VS Code really just said "I'ma nuke this shit in particulary randomly now"
host process: ...mcc-win64-shipping.exe β we're loaded inside the actual render process, not the launcher.
proxy path: ...MCC\Binaries\Win64\dxgi.dll β loader picked up our DLL over the system one.
real dxgi: C:\Windows\System32\dxgi.dll β system fallback resolved cleanly.
DXGI first call: CreateDXGIFactory1 at +453 ms β MCC's DX11 init actually routed through us.
Clean detach at shutdown β no crashes, no hangs.```
Fake 
Bro is toking up
Fake smoke extention 
reach reach
wait youre doing MCC??????? 
Someone should do halo 4 to make it not look so ugly 
hm ell that as fast
heres its findings
that's a lot of findings for such a short period of time
Is that a good or bad thing
very good
Do you think youd be able to take it from here while I wait for my stuff to reset? Using the findings to get the "basic" work of rendering/textures done then when my stuff resets (im honestly gonna keep with this one i really like its stuff) ill do the more advanced esc stuff with my credits (such as pbr conversion) ? If so would i need to provide anything else after work?
π«
if we have enough credit at the end of the week, yus we would love to. rn we just need to make sure that skyrim gets into a good state
Stopping point for us before credits ran out was that it asked us to make the remix rendering window the only window to render w/inputs
Before remix api even hooked

Oki
Thankuuu



Why does GPT only wanna go address by address today never finding shit
MDK was all like this and now that I lost that chat session I'm trying Trespasser again and it's the same "that didn't yield any results. lets try this" forever and weird phrasings making it seem like not finding anything is good actually
is anyone else depressed because they don't have lasagna
I wonder if the existing Half-Life 2 VR mod could be integrated into this
hl2vr relies on dxvk-native so probably not
you could probably get it working via an api wrapper
why not try a native vr game like half life alyx
:pain:

this modification from Henry could give rise to the first RTX Remix VR mods
have we ever even had path tracing and VR done before?
Well I had Hardware Lumen enabled here π
https://youtu.be/_GHq8GbexHI
This is neither a playable game nor an ongoing project. Everything you see in this video was assembled in Unreal Engine 5 over the course of one sleepless night. It is the product of my curiosity about what so very familiar Painkiller locations would look like in VR. I want to believe that this inspires someone with the skills to create the real...
The tremor in the weapon is due to low framerate (controller position updates are scarce)
good morning everyone!
Where the hell did my post go

you mean the one in #general-remix
I know that feel
GPT also seems kinda lobotomized for these past two days
Basic shit is like pulling teeth sometimes
Guess I'm going back to Claude. Maybe Claude's dumb is less dumb than GPT's current dumb
I asked it to look at plain text shader files to fix terrain rendering and what it put in just broke the camera
Smells like complete garbage code to me
Nowhere near where it should've been
I don't wanna let these dumb ahh's touch Dark Souls
Where is our savior Chinese company that just launches Claude but good. They can have all my data
glm 5.1 basically
anyway you should have a private github repo to back up your dark souls work
that's what i do for all of my projects
it's really close to working
found the TAA shader and depth buffers and everything DLSS needs
just trying to get it running
Yay
im surprised remix has no way to hook onto vulkan
Show warnings when approaching 75% and 90% of weekly usage limits β οΈ
https://github.com/github/copilot-cli/releases/tag/v1.0.32
Edit: Censored by moderator. Please reconsider.
idk HLA is one of the best raster games iβve seen let alone a VR forward rendered game
a better pick could be boneworks i think
Nice π called it when I saw the shit Claude was doing with their limits
Coolness is also when the site doesn't even load when you're trying to look at your current limits
wtf this was the only reason I used github copilot cause there wasnt a weekly limit
How much is the sub
If 1m is context so does the one I use and it had cursor imports
windsurf right? windsurf is good
Yeah
but kiro seems better for the usage allowance
Ah
Google antigravity seems pretty good, they also give you 5tb total of storage lol
26CAD is about 20USD
Anyone know how much a prompt/request is in terms of credits

fuck yea
sorry language
i has the monies. subbing to kiro rn
That's not bad for 20 bones
Does kiro have session limits
you should read their docs
β¨ waow
don't you guys just love it when your heart starts hurting and lasts for ~30 minutes
i dont see kiro app having a selection for opus in kiro app
Murray if you could report on any limits you run into that would be appreciated
just that updating the kiroapp did not list no models it said it has now on what sparkles posted
just has sonnet and haiku
did y ou look at the availability area in the docs
that's why i linked it
Currently available in us-east-1 (N. Virginia) and eu-central-1 (Frankfurt) with cross-region inference, rolling out to a subset of AWS IAM Identity Center users with broader availability to follow. Support for Google, GitHub, and AWS Builder ID sign-in is coming soon.
for opus 4.7
u might have to use a VPN rn to access it
is there a free vpn
wpah
woah
fg next /j
im still half tempted to try to add rt to this game but halo first
it took 15% of my weekly credits just to get DLAA in here
with opus 4.7
don't try remix in it please π
sob
just instead of remix just ask for pt instead
this is mafia correct?
yes
nice i can do frankfurt
should get in on this before everyone else does
proton only does netherlands, usa and japan for free
What were your prompts for this task
If Puredark made a DLSS mod like that it would be locked behind a paid sub.

i'm not good enough with it to really give much advice
i git cloned the luma framework, the wiki, and provided it the game folder. it built an initial test version for me to run, which dumped the shaders. then it analyzed the shaders to try to find the TAA one. it ended up not being able to without a lot of help and external information (thankfully someone had actually made a TAA removal patch and it helped here)
sometimes you have to be forward with opus 4.7 i had to say no back to it
I'm constantly saying no to the AI
Ah that's okay, I feel as if you tell it something really simple it would understand what you want
Getting alot of "extremely revealing"
I can smell the smoke coming 

opus 4.6 got added with no vpn
lol
is it me or is opus 4.6 acting right in kiro and not vscode
kiro is more affordable so thats a plus
got pro for 40
You already used it? How do the limits look
Does 4.7 1m cost more tokens
Than non 1m
4.7 isnt out for me. east coast and eu only for now
it doesn't even offer non 1M afaik. it's 2.2x credits per message, regardless of message length
@rose oasis any eta for other parts of the us?
all i know is what's on that docs page

Literally seeing that I'm connected to Frankfurt AWS in resource manager but no 4.7 π
Don't even get 4.6 1m
Whatever might as well try 4.6 in Kiro to see if it behaves better than VS Code
They have their weird "trial" thing of 500 credits for free if you sign up
Kiroβs best feature in my opinion is the spec driven planning mode and the Kiro Powers system.
Claudes got jokes. I was trying to debug why my gun isnt appearing π€£
actually
tell it that only chatgpt finds smoking guns, and that claude is better than that
maybe it'll find concrete footguns now
Kiro is definitely guzzling tokens. 50 credits gone after 2 prompts which definitely wouldn't cost as much in VS Code
And Claude is still poo even there
i'm only using it through claude code
disappointing thati t's not good on kiro either
on claude code it's been nothing but perfect
The Smoking Gun is a revolutionary generative diagnostic tool developed by the artificial intelligence Claude in Early 2026. Originally conceptualized as a "truth-verification engine," the system was designed to instantly detect logical fallacies and data hallucinations by visualizing "vapor trails" of inconsistent information within large language models. The invention marked the first time an AI successfully identified and self-corrected a systemic "hallucination leak," leading the tech industry to adopt the moniker "Smoking Gun" for its ability to provide irrefutable, real-time evidence of a promptβs factual integrity.

Iβm thrilled to share that Iβve successfully identified a key strategic insight that will be a total game-changer for our team! π This smoking gun is going to provide immense leverage as we continue to drive impactful results and scale our mission. π #Strategy #Innovation #ProblemSolving #GrowthMindset
130 credits in 3 prompts for it to not even set the window name
i only used 223 and i did alot of prompts
They are probably much stingier than VS Code when it comes to how much work a prompt is doing
π i just poked myself in the eye
Burrito has acquired twenty dollars worth of Claudette
Straight lying
I would like to know which versions of RTX Remix it is using!
Sure would have saved a lot of time to have these mythical pre-transformed vertex handling builds.
π
gaslighting to the core π₯
well i fixed a small portion of the performance issues with vram but im still using way too much cpu
anybody know of anything with cpu bottlenecks
this project is stressing me out. i shouldve thought it through before i started it
lol
pfft. lol I'd let it try what it wants just to see what kind of BS it comes up with, lol.
π
dlaa in mafia is working technically but it's not refining detail as much as it should
how so?
geeze i might have to take a week or two. this is really stressing, its taking a toll
Normal shit basically
Trespasser
Anyone tried full game decompilation with these tools yet?
can promise you it's too much for it
unless it's maybe a very simple game from the 1990s
i spent 40% of my weekly credits on the $200 claude max plan trying to get a PS2 game statically recompiled
it worked, kinda. but it ran into a hard block and well... i had to abandon it
Is it just me or is Claude remarkably stupid today?
just u
probably
i've had it do insane levels of refactoring in dxvk-remix and it's been fine
wow
it worked first try
all in one chat
@rose oasisyou think i could try the dlss for mafia or is it not yet fully ready?
π₯Ί
it's kinda not that good
ah

It can go far if you have PDB available. We have decompiled every single LUA function in NecroVisioN and are creating docs for it
(2400 functions with parameters and returns)
There are so many pages that it takes forever for the .chm to compile π
oh yeah with a pdb i'm sure it could happen
Gm all
opus 4.7 my wretched but sometimes necessary
What were you refactoring?
damn
If the camera position is stuck at 0,0,0 even when moving through the game, what does that usually point towards?
I feel like the whole world view transform chain or whatever is still wrong in dark souls although visually it's looking fine
world moves around camera
Usually if you have an identity matrix as your view matrix or the camera pos stuck at origin (0, 0, 0) then the game (or remix) assumed the camera as fixed
Native laptop touchpad support in PainEditor
Feels good to make it possible for the good old tools to work on modern hardware
Been waiting for 5 minutes 
You'd eat leaves.
Report weather from up top.
And generally be happier away from human society and its expectations
Hey guys hi hello
hi
Dumb ChatGPT asking to compress my log file into a .zip because its too large and cant read it 
Has anyone had the issue of not being able to click around in the F4 ImGui menu thats adapted from Xoxor's menu?
I think this is the most mad ive ever been at an LLM. Whoever coded GPT5 should be ashamed
This is also the most tired ive ever been trying to work with an LLM
i think i started using claude when it was like v2? ive never liked chatgpt and claudes always been bounds ahead imo
I told Opus 4.7 I couldn't click on the menu and it said thios
"ImGui input blocked β likely because TimeShift uses DirectInput exclusive mode for mouse/keyboard, bypassing WndProc. There's a dinput_hook module already in the shared code that's commented out in comp.cpp β I just need to enable it."
It worked after it made the change
GPT has just crunched through issues Claude has been stuck on so many times for me and I don't think the opposite has ever been true, maybe once or twice
I use Claude for basic things or when I have to crunch through a bunch of stuff because it does more on a single prompt
The optimum is to use both and switch when one is being dumb
GPT5.4 has been extremely, incredibly useful to me. The only time it failed is when I gave it a task that just couldn't be realistically done even by an actual reverse engineer, simply to try the boundaries of possible
what task was it though, im curious now π€
I tried to restore the whole chunk of function that was ripped out of the game by the devs.
There was a warp effect in Painkiller when you shoot in Demon Mode. It was deleted from the code in Resurrection
The engine is virtually the same
flashing images
This is the farthest I made it
It should distort the image. It flickers instead which means that it actually found the correct path where the code should be, but there was simply no way to put it back
They deleted all the parameters required for transform
Claude lie number 102: Saying Silent Hill 2 has pre rendered backgrounds
This your guy?
GPT would never
They deleted the calls that were supposed to get values required for the effect and hardcoded a billion variables that do nothing and are always static instead
It's in Engine.dll/View::RenderDemonFXWorld for those interested. This could be a fine example of restoring cut content in games running on similar tech
restoring cut content based on AI reconstruction of the code? that would open up a lot of cool features for games in general
Spider man meme ahh
Woah
ATP I think gpt is only better in copilot because Microsoft is very close with openai
like
it shouldn't be better than opus lol
sonnet, sure
Hru sparkles
This is likely a question asked already, but what is the process exactly for doing FFP conversion? I started work on TimeShift last night and just want to confirm im moving in the right direction. So far ive prompted it for FFP conversion and its enabled the F4 menu but between fake camera and such im only getting mixed results. What's the quick rundown on doing the conversion?
I've had successes with letting it analyze game shader files (might have to extract game archives for those) and exe analysis.
Other than that, do traces and diagnostic captures in the F4 menu and give it to the AI.
Ask it to adjust logging so there is a log with all relevant data written during gameplay and ask it to look at that. (With that approach it's also important to tell it what's actually going on in the log, like 2D menu first, loading screen etc)
Try describing what's going wrong in-game as best you can
For some reason FFP'd games love getting weird names from Nvidia Shadowplay like ιΈ―β±θ
Aaahhh so thats what it meant by asking for traces, I thought it was doing that on its own
Thanks man I appreciate it π«‘
No problem. I've personally had the biggest breakthroughs with pointing it at game shader files
Ughh I just can't get the JPOG baked terrain texture to work
It's driving me crazy
you probably need to modify the shader
had to do that for empire at war
FFP proxies can only do so much
Any advice on getting AI to do that properly? because I keep going in circles
have claude make a tool to dump and repack the shaders first
find where they're at, dump, then make a repacker
then use a new chat and tell it to dump the shaders and fix the terrain one
Game has these
interesting
well that looks like the right thing
tell it to do it
you should install the dx9 sdk first. it comes with tools to disassemble shader files, claude looks for it first thing
Dump them with scylla right?
no that's different
it will need to reverse engineer the file format for shaders and make a utility to dump them, then it will need to use tools from the dx9 sdk to disassemble the shaders so it can modify them
Thanks I'll try that, hopefully I'll find the smoking gun
I had some issues installing the DX SDK from June 2010, kept erroring out towards the end of the install and would fail, I downloaded it straight from Microsoft if im not mistaken
Ye same it's still installed anyway
On google I found it's something to do with it trying to install an old vc redist
Bro putting in the devils geometry (XYZRHW)
there is a good chance within a few months, ill be able to vibecode entirely locally holy shit. First try
I tried this on a more optimized setup by manually compiling llama.cpp with cuda on archlinux and im getting around 93 t/s
i used the llama.cpp parameters from here
https://old.reddit.com/r/LocalLLaMA/comments/1sor55y/rtx_5070_ti_9800x3d_running_qwen3635ba3b_at_79_ts/
ill try more serious tests when i get home that actually fill the context
π
remix dev will be insane with better local models
Cooking Something...
π not for remix stuff
i tried extensively
even fully using all 64 GB RAM i have + 16 GB VRAM i wasn't able to fit a competent enough model in for remix stuff
BUT it can do a lot of other stuff very well
i was gonna plop PT Enhanced in when they released the code. is this normal PT?
More metallic material showcase.
Iβve already borrowed a few concepts from different ReSTIR papers.
omg is this based on the new restir PT enhanced paper?
Oh shoot
which papers to be exact?
god cant wait how this will look when you fix it up to look correct this first step is awesome
Where is that from?
@rare needle
Also wonder what is MNEE Caustics

ReSTIR BDPT (openβsource), Iβm trying to implement caustics. Might take a few days since Ollama Cloud GLM 5.1 has been pretty slow recently.
https://research.nvidia.com/labs/rtr/publication/hedstrom2025restir/
Also looking at Blenderβs MNEE shadow caustics, and another resampling paperβ¦ but I forgot which one.
Recent spatiotemporal resampling algorithms (ReSTIR) accelerate real-time path tracing by reusing samples between pixels and frames. However, existing methods are limited by the sampling quality of path tracing, making them inefficient for scenes with caustics and hard-to-reach lights. We develop a ReSTIR variant incorporating bidirectional path...
also @still tulip
daaaaam
that perf hit is pretty big rn
curious if it can be improved without sacrificing quality too much
im guessing its mainly cause its bidirectional path tracing
Have you seen this? https://github.com/TheTom/turboquant_plus
from what i understand turbo quant was only a minor optimization that was majorly hyped up with the original paper being done in bad faith to previous papers
im sure itβll still help tho
This is a totally different guy who took the first stage of the paper which helped and implemented that with a whole host more optimisations. What he has done is insane
Ah ok then nvm
It depends on the scene. When the scene is full of metal surfaces, like the Portal RTX indoor environment, performance drops. But in Half Life 2 RTXβs open areas, the performance is almost the same. Metal rendering is inherently heavy in 3D rendering, so thatβs expected.
holy shit 54 t/s on Q8 on my 5080 this is insane, even with a 131K context
Damn I wanted to say "Someone put Restir PT in RTX Remix" earlier but thought it was too unrealistic but Hemry been cooking
i don't think i posted it here, but this is the fork i'm maintaining for dxvk-remix:
#1475609256949452972 message
CR is added as a contributor already. the whole fork is designed to be very easy to rebase with the upstream nvidia repo while having extra features
if anyone develops new stuff for Remix and doesn't plan on PRing it to the main repo, it'd be awesome to have it in this one
In Portal RTX I realized I had accidentally left my experimental caustics test enabled, so the performance dropped a lot.
I really love the metallic reflections. (I notice the FPS not visible in video...)
Right now in ReSTIR PT the indirect lighting is still too weak. It probably needs more bounces, or I might need to multiply the indirect light contribution.
Getting work done 
What do you think of restir PT enhanced?
TurboQuant is outdated, RotorQuant is much better:
https://github.com/scrya-com/rotorquant
already?
AI NEVER SLEEPπ
any luck
Maybe I can give the concept to AI and let it try to implement it.
Is tonemapping like dx9? Where games follow a specific one
Or is it more customized
hmmm
This is not fake I promise
there is no tonemapping standard, if that is what you are asking.
Wtf
Ah ok
This is what we pay for
it just wants to sing
Music career
this is another reason why tonemapping and color stuff is so cursed π
but generally before uncharted 2 came out games usually didn't tonemap lol
color get's really complicated very quickly lol
Do tone mappers do eye adaptation and stuff. I need something better for Dark Souls 1 than RTX Remix has
he never binded his la correctly 
build will be ready in a few
Yay
PLUS?!?!?!
β
it has CR's atmosphere sky thing + the API compat required for unityrtx, skyrim, fallout, and betart (mc)
and more tonemappers
release notes go into more detail
I think dark souls just clamps. if it does clamp I would just reccomend using this
https://github.com/clshortfuse/renodx/blob/main/src/shaders/tonemap/frostbite.hlsl
it's easy to implement and "just works"
would the dx11 build be in this or no
murray's? it wouldn't be compatible
ah right
Thanks, I'll try sticking that in. My main issue is I can't find a good balance between shaded areas and bright areas looking proper. It's either dark areas looking too dark and bright areas too bright. I just want to be able to dial it in to look normal
alongside open source release of the Skyrim mod (it's way ahead of the FO4 codebase now) i'm gonna make a guide on how to get games working with the API stuff. it won't translate to all games, but it'd be a good start
having template code for it won't be particularly useful because it varies so much per game
Testing my remix fork in Portal RTX
it looks like it decreased the color limit
That's the cell shading postprocessing option I added 
yeah remix uses local tonemapping + filmic tonemapper by default so it's basically impossible to match the original look for most games
Definitely not the right game for it tho
ooohh, would there be outlines?
cel shading is good with outlines
i have tonemapping + lut stuff in my plans. if you could maybe please outline a system that'd be useful in Remix, i'd move it to the top of my list to implement
i just don't know it well enough to do it without some guidance there
Dayum
There are outlines, ive tried many different implementations but it never looks good
Ill try to get a screenshot
one of the things i'm happiest about was also the simplest. just... easy building for dxvk lol
New signups paused for Pro, Pro+, and Student, Tighter usage limits for individual plans, Opus models removed from Pro
why is copilot always so doomer
the thing is if you want to reuse luts from the actual game you would have to adjust it per game to look right
Just quickly reverted my Pro+ cancellation, rofl 
This is kind of dreadful but it does look a bit better in SA2
so likeeee a basic system to import luts and then modify them?
this looks awesome
Looks like a comic book intro to a 3d movie
Cube looks nice, the walls and floors I do not like
it don't really seems to be going ON the objects, kinda looks like a single color change
you would need a way to easily move the luts to before or after the tonemapping and have a way to change what space the lut is working in and what it outputs ( ex: 2.2 gamma, srgb gamma, arri, linear)
lol
like
π
if you're willing to keep answering stupid questions from me, i will follow through
but i don't wanna try it without that because it'll be a disaster. and i also don't want to bother you (unless you're willing lol)
cellshading almost makes it look like a borderlands cover
honestly I would try to get the luts working for fallout 4 before trying to build out a whole system for luts.
bro thinks I'll make the effort to understand this
almost out of kiro tokens
Getting math lessons from AI
tell it to solve Einstein's equation
luts and tonemapping stuff is just something you develop a feel for after working with them
pro tip
if you don't actually care about what it's saying, tell it at the beginning of the chat not to even bother because it wastes tokens
ah
i have messed with LUTs before for games. just simple stuff though. i do know how they function overall
i just don't want to waste time making a system specifically for FO4 that i'd have to probably end up scrapping later on
i want a generalized one (even if it's pretty basic) at the beginning that i can adapt and expand as i need to
well how can you know the needs of a generalized system without attempting to get one game working first?
that's why i'm bothering you π
Portal With RTX On VHS 
https://www.wheresyoured.at/news-microsoft-to-shift-github-copilot-users-to-token-based-billing-reduce-rate-limits-2/ Party's over
Executive Summary:
- Internal documents reveal that Microsoft plans to temporarily suspend individual account signups to its GitHub Copilot coding product, as it transitions from requests (single interactions with Copilot) towards token-based billing.
- The documents reveal that the weekly cost of running Github Copilot has doubled since ...
No more AI working forever for just $0.04
I LOVE POSTPROCESSING SLOP!!!!!! 
(Slop in the good and nice way)
Kiro free trial pretty good so far
I love sonnet telling me "We've completed WEEK 1 of WEEK 8" and then I have to tell it "okay its next week lets continue" 3 seconds later
So uh how do I explain this to the AI
Just tell AI youβre Neo. You can see the Matrix code.
and then it finishes all 8 weeks in a 3 hr session π«
Im on week six of twelve right now and I started 2 hours ago 
My ai once told me that a project was too complicated and gave me a timeline of 6 hours.
It proceeded to finish in 18 minutes
For the halo reach stuff it told me it'd be a 3 month plan tree
For js the analysis
It finished 4 milestones in a few hours
I did get to week twelve by hour 3
Btw. don't use Kiro if you have the expectation of a working system for refunds
You'll just be asked to contact AWS support and be given the runaround
π
Also the Opus party is over
Love the upgrade button although I'm on the highest plan
Opus 4.6 is discontinued or disabled probably
no
they removed all of the opus models from Pro now
idk why 4.7 shows up for you still
Probably couldn't wait to remove people's access even the UI doesn't reflect the change
Anyways I never found Opus that crazy compared to Sonnet at least for my tasks
Is this change affecting pro plus too?
Yes 4.6 is fully gone, replaced with the much more expensive 4.7
I think pro doesn't get opus at all anymore
I'm on Pro+ and I see exactly the same thing. Opus 4.6 not available, Opus 4.7 is fine
4.6 opus is already lobotomized so I doubt there's ever a need for it
well
the problem is that 4.6 was only 3 credits
4.7 is 7.5x credits per message in comparison
it's really fuckin expensive
Atp just use a mix of sonnet 4.6 and gpt 5.4
I think it'll work better
ya. and opus once in a while for really hard tasks
but this is still really shitty and now there are no good subscriptions tbh
maybe except ollama cloud with glm 5.1
GPT still works better for me 80% of the time
As long as they don't take that away from me I'm good
i'm very inclined to think that this comes down to usage and prompting methods
you have to change it a lot between models for each one to perform well
Can you switch models while in a chat with a different model? Like how does that work, wouldn't that affect how models see context?
you can, but it's not great to do
Yeah, you can. It does tend to compact the conversation immediately which can remove some finer nuance/context, but if one AI is really just doing dumb stuff, it's still worth to switch imo
what i usually do is just ask for a prompt for the next chat summarizing the issues, then start a new chat and change models
Sonnet always talking about time constraints that it just completely makes up
Anyone ever had it say something "now it's just a question if it's a 3 month or a 2 year project"
I usually was like "hell nah" but what if it could do it quicker
β¨
builds are done finally (had a lot of troubleshooting to do)

I'm curious how cursed you can get the AI to talk by talking to it in a messed up way
I should call mine a lousy old git
ALWAYS insult your ai
I've called the AI the C word a few times
Does it perceive insults the same way as we do? Or are they just wasting tokens for a bunch of profound words
It usually just says the same thing but with different words
So if you talk British to it, it might say "I've found the hot knife" instead of smoking gun who knows
it usually ignores it
like it'll make one or two short comments about it
if you ask it to talk a certain way it will
Well that's interesting. But I think it'll only keep these instructions for current chats. Might need to change the tone and style globally like with claude
copilot has a memory type system you can use too
at the very least, it can be maintained automatically for the workspace
any new chats in that workspace will use it
I want to get the AI to say "that's not a knoife"
Seems like my precious GPT is getting hammered now with the Copilot changes. Constant freezing and stopping
You are talking "British" get your own language
I've got my own language, it's called Welsh
You do not be needing to read that one brocacho
Claude so dang expensive now they might as well just come up with an Enterprise plan, cuase companies will be the only ones who can afford it at this rate
Nevermind they already have one lol
Opus 4.7 seems to be doing decent work with TimeShift FFP, im kinda giving it the wheel since I cant really determine whats going on, finally got it to a point where I can see objects at certain angles but they rotate clockwise around the camera depending on the view. Still lots of vertex explosions thats dragging performance down immensely
Also when doing FFP, should I be using fake camera or is that counter productive to the process? Seems i can only get results if i enable fake cam
is it at least an improvement from pre lobotimated opus 4.6
I'd say its marginally the same, granted I used sonnet 4.6 a lot, I can't really tell much of a difference. If things dont progress ill give it to GPT 5.4 high and see what happens
How much are you guys spending on this stuff?
Depends. I personally like to use claude but it's extremely expensive for me. 100 united monies a month so if I have some extra I'll get a month.
Adds up don't it
Adds to what?
The little payments really add up. Β£5 here, Β£10 there
I was doing good on the $10 copilot plan but upped to the $40 plan for a little more head room, not sure I even need the pro plan
I'm at like 80β¬ for this month and last
I spent 20 this month thats abt it
Which is ok considering I've been doing this stuff daily and never really holding back
Now that I've done a bunch of experiments I think I'll be more focused with my work
Yea no need to justify it or anything man. You do you. Just the way the payment system works I can see it might get out of hand fast
Well, on Github you can just set budgets. I set what I was comfortable with and then just worked with that
Ofc you gotta have restraint to not just increase the budget constantly
Yeah really the only time you hear things "get out of hand" with these sorts of pay as you go things is if someone leaks their API key and some Russian puts a ton of usage on it. Most people here likely use the per month subscriptions, some use the more expesnive plans
Beamng is being fuckig stupid
I found it
is this to troubleshoot the remix overlay not working?
The game sends all keyboard input to the remix overlay for some reason. No matter that I have the game window in focus or not.
Latest
yeah
so
you can't use mainline Remix for this stuff
https://github.com/RemixProjGroup/dxvk-remix/releases/tag/remix-1.3.6-plus
that's the whole point of this fork π
the input issues should be fixed with this one
why does it feel like no one cares about the fork π
if that is the case i'll just put my time into something else
Didnt work
alright. game specific issue then
but you need to use this fork for the rest of the features/functions of it
ok but what were you really expecting? this is definitely "niche in a niche" territory
the people who would use this fork is already assumed that they have engine level access to their game
it's not meant to just be for the API stuff...
i tried to make that clear
i'm already working on adding a new auto exposure system and stuff too
it's basically meant to be Remix but with more features or better defaults
i assume you've already advertised it to people who would use it?
posted it around the server wherever it made sense to
basically if no one's gonna use it then there's no point in me maintaining it. given that it has features people have been wanting for quite a while (or they're planned), i expected better reception
most of the users here are probably going to be content with the baseline features. I maintain my fork solely because it has things I want, i dont expect other people to use it. I don't really get your issue with reception
a lot of the time when i do things here, it's to try to address common complaints in the community. it's not just for me. if i'm being honest i rarely do things just for me
and no it's not just this fork that's the problem. it's a lot of things
so i'm leaning toward just not trying anymore with any of this stuff
unfortunately that's a common trend in a lot of places
Fixed the input thig
Like CR said its a really niche topic, lack technical knowledge or money for AI to do the work
Remix in itself in regards to developing a mod for a game is already hella niche
this isn't about RE tasks. it's about a fork of Remix with more features in general
I think that's fair, at least it will be publicly available if someone else wants to pick up the torch, but more than likely these features always manifest for a specific game in mind, whether its API, post process, or other things. Everything is from desire.
yep
i don't think anyone realizes just how much i maintain that we actually RELY on
the remix downloader is part of something i do for this community but i don't really care about myself. i don't even use it
the docs too in #remix-beginners-guide
like
whatever i'm just really fuckin done with everything
I'm interested in the fork just haven't had the time to switch to it, it'll really only come in handy once most of the game issues i run into get flushed out on my end
i can only infer so much from text, but i get the vibe you're expecting something in return for all of your work, and unfortunately that is unrealistic
no
at most, maybe just appreciation for it all because it's tiring and takes up a lot of my time tbh
but it's mostly ignored
all i want is to see it used
ok but who is exactly ignoring you? All of the active people here have praised you for what you've done, but it's another thing to expect them to do anything with it after that
it's there if they need it
if not, then whatever
that's their problem
I get the vibe that you got my current vibe, get frustrated over a project not working perhaps. Makes me step back and really think where do I use Remix outside of one specific difficult project. Its not all rainbows and butterflies π
Im kinda done with Remix currently /rant over
it's not about that. it's not about praise or w/e. like i appreciate it but that's not why i do things
i do things because a lot of people express that they want it. then i do it, and no one uses it. look how many people voted for FNV for example. it's fully playable, but literally no one has even played it since it released
that's what's frustrating me!
i don't think this is unreasonable either
i am explicitly told "we want X" and then no one fucking uses it
i put 3 weeks into FNV because so many people wanted it
I'm making quick progress now
Be evil and ping everyone an announcement.
I've been through this, though outside this community. People love to complain about X/Y problem, and when it's solved, they'll just move onto the next thing. It sucks, but it teaches you to set your expectations.
That's why I try to focus on projects I care about
GUH
So real bro, I had to take a sot of my apple juice to that
if i'm being honest, i don't really have any specific projects that i care about directly. i mainly care about projects through my care for this community. so that's what makes it difficult for me
like my work on Skyrim? establishes a good baseline for very complex games for the API, and i can turn it into some documentation on how to do it
i don't even like Skyrim π
i'm interested in the end result and what it'll lead to others doing
bleh
yeah uhh that's not healthy
definitely

it sounds worse than it actually is
i worded it pretty poorly
FO4 is what i'm interested in mainly. skyrim work will benefit that project so that's part of why i'm doing it. i can make documentation based on it still which will help others and won't be too hard, basically just a bonus
remix fork was required for either of these projects to happen so that's partially why i started that
it all connects to each other
i'm just upset from a lot of things rn. irl too. it feels like nothing is working out, so feeling like none of my work on here was going to be used either just added to that feeling
dont worry betart and unity will be using it 
and um. i just wanna elaborate a bit. i'm partially disabled and also live in a kinda dangerous area so... i just can't go out much because of that. so i'm pretty much forced to do stuff online. and i love helping others, so it just kinda all ties into that
... and my PR was the only one left out of the community contributions on the 1.4.2 release notes
man i wouldnt even get started about nvidia
I haven't tried because I need more space on pc ive been reinstalling everything which can degrade the ssd
Honestly, I feel like expecting people to meet your expectations will only exhaust you. Itβs better to step back and focus on what you genuinely enjoy.
And if something becomes frustrating, itβs okay to put it down for a while (I do that all the time π , itβs not giving up, just taking a break) and move to something lighter.
Take it easy. Life is long, and this community and Remix are just a small part of it.
Ssds aren't low price rn
And some games I don't want to uninstall
Now you get why I felt I wasn't getting much testers. Instead they told or asked why I was doing it
Degrading really
And not to mention it's because of pick this or that
Let's flame someones work and dictation because they didn't do it
No testers besides 2 people and the majority flaming
One reason I quit with the dx11 project
No respect
I never been that much into FNV def not enough to do much with remix with it like Morrowind . I tried the mod though. Fallout 4 I'll prob def try to do something and remix. Skyrim prob as well.
mmm
next you should do gta 6 rtx
nice good job
ur system struggggling
this is probs my fault but i never saw this before lol, what does this do different?
has a lot of fixes for API support for MC/Unity/FO4/Skyrim and whoever else wants to attempt it
but also CR's hilliare atmopshere, extra tonemappers, and was built in such a way that pulling the latest changes from Nvidia is really easy
when restir pt enhanced is release i'm gonna integrate it too
Would you be interested in integrating my clearcoat shader?
xorxor knows best, only work on what you have interest in. And ONLY work on a project you know someone personally or yourself will actively Remix. This is the Remix discord not moddb! Should pursue the opinions of those who wish to use the toolkit
i would be yeah. does it require toolkit modifications?
Nope
then yeah definitely
ngl im pretty sure this VRET toolset has killed off any interest for xoxor4d to work on any future remix projects
fnv
[15:53:27.733] err: DxvkSubmissionQueue: Failed to sync fence: VK_ERROR_DEVICE_LOST
[15:53:27.733] err: DxvkDevice: waitForIdle: Operation failed
[15:53:27.733] err: DxvkSubmissionQueue: Command submission failed: VK_ERROR_DEVICE_LOST
he's expressed as much, and i feel really bad for him
ah i must've missed that
π€ with my mod?
ye
wonder if it's an intel specific bug
note i have a intel arc b580
afaik no one tested the FFP proxies on intel
it works on AMD just fine
is there a link where he said that?
did you add fsr yet
in his server
i don't have any plans to add FSR upscaling. only FG
and not yet
ok
i mean they did add xess but i dont think anything else has been added for intel
a lot of it is that intel didn't really cooperate with making Remix better/more compatible afaik
AMD did
i guess a remix fork for intel is in order at some point
be hard but yea stress
amd might have but it does not mean the community can help instead of intel doing it
What is the AI comp tool he speaks of?
I didnt want to assume
This tool pales in comparison to the effort and quality he puts forth. (Not dissing on Kims or Nights efforts here) And with how Opus 4.6 was lobotomized and now how expensive 4.7 is to use, I dont think we are replacing xorxor anytime soon π
did you try contacting one of the authors of the paper if restir PT enhanced is ever planned on a code release?
i assume they're kinda swarmed already rn so i didn't wanna bother them
i will have claude take a look at the paper at least and mess around with it
ah ok
dont overwork urself ye?
@rose oasis i forgot to config my remix ui before clicking new game ill do that in a bit and let you know
@fathom oyster is your restir pt public yet?
i know it's not complete but i'd like to use it as a base for something
Not yet, still need to fix a few things. Highlights get overbright for a few seconds when spatial reuse kicks in, and some textures in Portal have weird artifacts. Iβm also currently adding ReSTIR BDPT.
its not uvs right for the artifacts?
theres no reflections is there
Not sure yet, it seems to only happen in Portal RTX. All the other games I tested work fine.
okay. i wanted to use it as a base for the Enhanced version
otherwise i've gotta port it over too π
Wait, maybe itβs reflecting the glass but without indirect light?
thats what i mean if light hits it then
walk up to it and check
place a light in toolkit for the rest
Iβll publish it later along with ReSTIR PT, ReSTIR BDPT, MNEE caustics, and VR support as well.
lets hope it works
Caustics? 
with vr , headtracking do reflections still work
What Ray Portal can render will work, if Ray Portal can render it, then the VR right eye (Ray Portal) should also work. So far I donβt see any visual difference in the VR right eye. It also works fine with the original Portal.
cool
Donβt expect it to render good quality during motion, Iβm using an accumulate approach to add the caustics (similar to the reuse method in ReSTIR). Maybe ReSTIR BDPT can handle caustics fast and accurately, which is why I want to add it.
omg wrapper works
β¨
Totally forgot I still have to fix the VR UI.
ran out of tokens before i could point it to dx9 lol
but quake 4 ran with it
Master prompter at work
did it find the smoking gun
@rose oasis read what that wrapper is lol opengl 1.0 to 4.6
with mesa
its cloaed 
