#Vibe Reverse Engineering Toolset
1 messages Β· Page 12 of 1
π« thank you
Was it not compatible before?
π€·ββοΈ idk i just came back yesterday π
No
Dx9c
You'd js get the funny green effect
used the toolset and vibes 
Ok but is it ff or js supported shaders? Turn off shader data

Wallhax 
Won't you get banned for doing csgo remix? It's basically a hack in itself
You could make a super shiny map where you can see everyone around corners
Csgo doesn't exist anymore
Only cs2
Where is cs1 
Really
Yeah
They used cagos like apid
For cs2
You have to do a beta for csgo and even then no proper online play
Weird, didn't people yell at them for doing that?
source 2 remix 
S2 doesn't need remix
nah they re-added it to steam recently
- I'm hoping to get that sweet YT ad rev. It's been marinating for 3 years.
Oh mb
Do you have paypal
grrrrr
Some countries have PayPal but are only allowed to do outgoing transactions (Belarus)
I actually like this solution instead of completely region blocking stuff
They have me region blocked but I have my methods
Burrito are you evading sanctions? π
Every person outside of US/EU does to some extent
Even the Baltic states have to violate Playstation TOS because they can't legally have PSN accounts, and it's in EU
Kinda?
Gotta phone up my local congressman, cant have no sanction evasions (jk) πΊπΈ πΊπΈ πΊπΈ πΊπΈ πΊπΈ
How do you think Kim gave me the donation?
Nuh uh. No sanctions
It's just that PayPal
Don't you use Payoneer which almost kinda sucks
A
It works
If someone pays via PayPal, it's instant
sweet tiktok money
2 hours maybe
Holy
Since when did anthropic up the session reset to 5 hours?
I ended my limit at 7pm
It rests at 12
Have you tried PIX?
You might be able to use DX9 to Dx12 wrappers and then use PIX https://devblogs.microsoft.com/pix/download/
Renderhoc was modified to support dx9 by Sparkles but their repo wouldn't accept AI generated code
I've tried out PIX but only it's legacy dx9 version. Not sure about the dx12 version
MCC is DX11
so might as well just use renderdoc
I used renderdoc with DXVK on Dark Souls and it worked brilliantly
Well it worked but to get it to hook took forever because of steam drm
I think in the end I used a nightly build and global hook
You can get rid of Steam DRM
i implemented pix in my version i was working on. but its for dx12
Ah. PIX has a built in wrapper for dx11 so it might help because renderdoc isnβt capturing
what does 7.5x mean?
7.5x the base price for a request ($0.04)
Or it'll take up 7.5 for a request in your plan
So if you have 1500, you can do 1500 prompts at 1x, or 200 at 7.5x
Aka expensive
So 1x request costs $0.04 and that's with the paid copilot subscription right?
By that price, a $10 GitHub copilot Pro sub would have about 250 prompts total at 1x premium requests
And at 7.5x this would bring it down to just 33.3 prompts

Hmm, new DS1 mines probably just dropped. Realized later areas really rely heavily on blending, so that will need to get sorted out
In the DLC area they went ham on it and without blended textures, the area looks nothing like it's supposed to
Ugh. I'm not getting anywhere like this.
hello
yayyy my linux iso is almost done
i'm gonna be puttin linux on my laptop cuz windows runs like shit
trying Manjaro again
This has been one long ass tool run and it's gonna make me go broke before it finishes
sorry to betray u CR but Manjaro is the only distro that's stable for me
i've tried at least 30 distros
π€¨
yeah
it betrays all logic but w/e
you know i have unusual luck lol
things that are supposed to be good = bad
things that are bad = good
Forced to work with this shitty fucking thing
The E key is broken
So I have to tap the mouse every time
Beautiful panel, btw
you cant buy sonic generations anymore ?
it's in the legacy bundle now
can't buy it individually because sega needs ur money
rs
I got nothing done today
The usage runs out while it's RE the map meshes
And it's broken
Manjaro is solid
Don't have any screenshot but I got gta v to work, trust us everyone 
Ack
the UE4 stuff makes it too cursed
Noooo
we'll dm u the stuff
buuuut i don't think it's worthwhile
we're gonna shift to working on FO4 now
basically from what i know, MCC uses UE4 for the main menu and stuff (and maybe HUD in some of the games?) and then the real game engine runs underneath it with the input being passed through UE4
That's funky
Ueghhhh atp it might be better to js try that one thing with the emulator
yes
it actually would be...
and xenia is open source so it'd be even easier
RPCS3 could potentially work with this method as well
Rpcs3?
API you mean?
Is it worth me trying or should I js not
Yeah sorgey
later on when i'm less stressed, i might try xenia with remix
Youont gotta
Xenia with reach was our original intent but
Or like
Original idea with the vibe tools
But xenia with reach has issues
Aka performance (it runs horridly) and visuals all js don't add up to something we suggest you try
For all intense and purposes we aren't giving up on reach, we'll take it from here and again js ask for help sometimes maybe
we are willing to deal with the stress
And if it doesn't work
Well ask prominent members if reach modding maybe
Who me
"ugh i'm tired of this project, i need to stop"
keeps going for 12 more hours
Pls dont do that for reach
π i already did last night. but i won't again dw
We think we have a prompt idea for at least trying
Its a little idea in our little brain of little knowledge of how this works
Basically just explaining the problem and having it brainstorm an idea to fix it or what it may do, then try and implement that
Probably using the wrong settings.
No its like that period
Period period
I've tried every and all settings
Performance is bad and helmets are gone
I'm part of Xenia's staff. It's not broken like that.
What
What settings if I can ask
I may just be like
Horrid at settings I guess, sorry
But the fact that you are confident about it is what matters.
oh neat
I do apologize genuinely

I'm js sure I've tried most settings and that one branch
Actually
Ion think I tried the branch
Post a Xenia log here or DM it.
afaik canary is maintained by a completely different team
Ahhh
And again sorry for sounding confident and being kinda mean abd xenia @rich jewel
Canary. The original branch is barely maintained anymore.
Ah
Card
I could go for 12 hours
Runs out of usage in 12 minutes
Such is life
It's 7 am. The usage should be reset so I can continue.
Chat.
What if I name my mod
BeamNG.RTX
Holy
BeamNG.Drive.Nvidia.RTX.Remix
You good?

Gmeowning everynyan
Same sorta
morning chat
hi
Nice disabling culling in Dark Souls was straightforward. Just fully disabling kills performance as expected, gotta try having an increased draw distance
Dark Souls has some nuts texture layering in spots. Gonna be tough to implement for sure.
For those interested, I restored the Inverted Colors option in contemporary Ghidra. It was deleted after release 10.2.3
DM in case you would like to use it
What
ok i watched a few videos on some eu stuff and gave what i assume is a sufficient prompt for halo reach, now its making a logger
So MCC has a device-and-swapchain-passthrough mode: UE4 creates the swapchain on its own HWND, hands it to the engine via SetWindow, and the engine renders into UE4's swapchain. The engine's own HWND at *0x180c1a188 (created by fcn.180250a68 with WS_OVERLAPPEDWINDOW) becomes a ghost window β created because the engine API needs an HWND, but never used for presentation, possibly hidden or zero-size.
UE4 lives in entirely different modules (UE4Editor-*.dll, MCC exe
howβd you do this
Very carefully
Told the AI to do static analysis on the game, find where the frustum culling instructions are and then disable it
Still have to tweak the radius setting, it's currently not around the player but just "filling" the frustum up, so you can actually end up filling the whole level up first before getting a tower behind you to not disappear
moving back to lego star wars
The proxy uses fixed register ranges only. We need to add CTAB parsing for NU2 β fortunately D3DX9 provides this for free via D3DXGetShaderConstantTable (the game's d3dx9_35.dll is already loaded so we can reuse it).
Also have had weird swapchain issues in Reach when working on renodx stuff. I'll let you know if I figure anything out
does seem like the swapchain get's handled ever so slightly differently than the other games in the collection for some reason
calud dead?
Lesgo 
lego
Bros just making it up
hi
The dreaded cfg fix

Well they didnt fix the bug π
Trying to see if I can get light translation working and hes wasting tokens on puns 
Only thing couldn't get working was hw skinning
But its mostly ff base
Will continue to work on it
Alive
Hello
Hii
@golden raven any new news on beamng rtx?
bweb
Even gemini doesnt like windows
ykw fuck it
for the sake of learning the remix api
and seeing how far i can go when not me
wolfenstein the new order to remix api
a learning experience
it will probably not work but
thats all my projects for now
a learning experience
i know im stupid and i cant choose what to work on
i do not care

iirc with wolfenstein the new order since the game is opengl you can rip the actual shader source pretty easily
remember finding the projection matrix within a few minutes using the renodx devkit
if you still have that gimme gimme!!!!!!
I do not
damn
but yeah
im tired of js tryna do whats already done i wanna be stupid make mistakes
ykwimmm
I think vibe has a way of dumping shaders but not sure how it works though
you can just download reshade and drop the renodx devkit addon into the game directory if you want to dump the shaders that way
yeah true
yay maybe

it logged stuff so
take a look if you want
1. Megabuffer hypothesis confirmed, with numbers
The world-geometry samples tell a clear story:
prog=104 vao=16 ebo=6548 eboSize=21,156,016 bytes count=1611 baseVertex=2,295,269
prog=104 vao=16 ebo=6548 eboSize=21,156,016 bytes count=1704 baseVertex=2,297,490
That's a 21 MB element buffer, with baseVertex jumping into the millions and idxOffset into the millions of bytes. So the static world geometry is concentrated in one giant VBO + one 21 MB EBO, addressed per-draw by baseVertex and a byte offset into the EBO. This is the perfect shape for Remix mesh dedup: each unique (ebo, baseVertex, idxOffset, count) tuple is one Remix mesh handle. We won't be reading 21 MB of vertices per frame β we'll read it once, hash it, and reuse forever.
2. Index format is GL_UNSIGNED_SHORT (0x1403)
16-bit indices everywhere. Remix wants 32-bit. Easy widen at registration time. Also worth noting: count=36 repeated 40+ times with vao=14, ebo=238 (an 80-byte EBO) is almost certainly the skybox β 6 faces Γ 2 tris Γ 3 indices = 36, an 80-byte buffer is exactly 40 Γ GLushort = enough for a cube.
3. THE big finding β matrices are in UBOs, not uniforms
uniforms[mat4fv=0 v4fv=high bbBase=0 bbRange=high]
idTech 5 never calls glUniformMatrix4fv. View, projection, and model matrices all live in uniform buffers, sliced per-draw via glBindBufferRange(GL_UNIFORM_BUFFER, ...). The glUniform4fv calls (~2 per draw) are for non-matrix scalars (alpha, fade, etc.).
This completely defines how Phase 4 will get camera + model matrices: we have to track glBindBufferRange calls, then glGetBufferSubData the bound UBO ranges and identify matrix-shaped float arrays inside.```
we're too broken rn to mess with anythinf. sorry
We didn't mean it in the mess with it sense js what was logged
sorry
update, gemini ultra is a wash, it just doesn't have integrations like I thought it would. Deepthink can't be integrated into antigravity, and it doesn't give you access to the latest models unless you have an API key
i got the games matricies
48β95 12..23 orthonormal 3Γ4 (-33.16, 58.25, 10.39) likely View
96β143 24..35 orthonormal 3Γ4 (3.48, 31.55, 60.30) likely InverseView / cam pos
144β191 36..47 orthonormal 3Γ4 (-44.52, 52.32, -8.96) light / shadow cascade?
192β239 48..59 orthonormal 3Γ4 (-0.92, 41.09, -74.29)
240β287 60..71 orthonormal 3Γ4 (-20.18, 33.89, 43.30)
288β335 72..83 β matrix #3 with tiny jitter (3.482, 31.54, 60.30) TAA history
336β383 84..95 β matrix #3 with tiny jitter (3.482, 31.54, 60.30) TAA history
384β431 96..107 β matrix #3 with tiny jitter (3.482, 31.55, 60.30) TAA history
432β479 108..119 orthonormal 3Γ4 (16.04, 16.15, 70.12) ```
you don't really need the matrices in the same way as the FF proxy. you need to find valid hook points in the game's engine instead
matrices are important but not in the same way
you should ask claude or w/e llm to summarize how unityrtx, then give that output/document to the current chat to find the necessary info in wolfenstein
i did do that tho
mostly for the sake of im not explaining it every time i try smthn
ya

What are you currently using sparkles for an AI plan? Still Claude Max?
ya
it expires in 4 days
probably won't renew unless we get more commissions
$200 a month is painful π
Find any solid alternatives or are they all too pricy now? Feelnslike in the kast 2 months all the sneaky good plans like Kiro or Github CoPilot have swapped to daily and weekly limits aka following Anthropic
Is windsurf pro decent limit wise with 4.7?
it makes the most sense to have a few people with these higher cost subs to perform projects instead of everyone trying to scrape by with the cheaper ones imo. unfortunately this really cuts down on the amount of projects people can do π
it sucks so much that things went this way
Couldnt figure out how many tokens that equsted to
afaik yes. @dull swallow used it, you can ask them
Got the static map objects working last night but my game crashed so I went to bed.
i wonder if it can even be saved and what do i even tell to the ai agent 
like where do i even begin to explain to the ai
You should check the dedicated ue3 remix build
oh
? link?
Uhm
? did i misunderstood you? 
Trying to look for the channel
i think its this one(?) #1423563064103538708 message
π thank you
You should download the official dxvk source and the source code of the ue3 build.
Tell the ai to diff between the two versions so that it and you can understand what's different between the two.
Then work from there
Ye
it deoes have a tough daily usage but ive hardly blown out my weekly
Wow
Trying to get static geometry in.
wait uh directx 11???
thats how a direct remix api conversion works
π
just a small fender bender

Anyone tried deep seek 4 capability with this?
Claudes limit is hilarious... 5 messages
And then it takes 5 hours before you have acces again
On pro? If so dont use it anymore, AI companies in the last month have started to seriously reign in usage limits. The true costs of running all this hardware with minimal profits is starting to sink in
Im on pro, yes
Yeah I upgraded to Max just now, its slightly better imo
How many times do I say "this AI subscription will be my last" before it actually is? sparkles can we get a AIA group going, AI Anonymous for recovering users 
Half of us would be in there
It's just a paid trial
Yeah π€£
Hello everynyan
hi
Hi cr hru
good, hoping to work on some BetaRT today
Betart?
Oh yeah
Do you think once its like, fully implemented or enough I could try and use the source code for it for more modern Minecraft? Or do you think they change a bunch (before the vk patch update)
Ik I'd have to decomp the newer update myself
I'm js wondering if I could use this as a basis
sure, it requires manual work but it should be straightforward once the jar is decomped
its not api specific
MS recently stopped obfuscating the code so that's something.
ngl tho, why not use radiance for modern mc
its way more tightly integrated than BetaRT is
probably runs better too
Afraid of chinese spells in Radiance source
No radiance support for tu73
I think
Update aquatics
just wait for radiance to support it? it's not even offically out yet iirc?
guh
gotcha
i think bedrock is the only one to use ver numbers like that lol
java is always 1.13.2 or something
aquatic update
And then 2 is i guess patches
I also have this grudge with remix numbering
tuXX is more confusing to me 
Last update to the Xbox 360
So its basically what I spent most if not all of my time on Minecraft on
Unless you mean why is it called tu73
In which I'd tell you its based on if its a major content update that adds anything
no i mean like your preferation towards that ver
Ah
Yeah
I never had a pc till like
Well
I had a pc but not my own
Till abt 2020
So when I wanted to play Minecraft I had Minecraft at home
Which was the 360
And then I never really resonated with 1.14 with all the new textures
Or the village update
i think my resonation stopped with beta 1.8.1 (added sprinting and hunger) and later (except for modpacks like atm 10)
hence the 1.7.3 target 
Then every update after 1.14 was mid and midder
I heard they added Sulphur in the new update, and didn't make it craftable into gunpowder
For whatever reason
Minecraft has become "don't add anything fun, its dangerous for children to do it"
Sorry but I don't like hypixel ppl allat much π
Maybe Im misunderstanding, I dont mean Hypixel, even though yes this game is made by the Hypixel founder. https://hytale.com/
Embark on a journey of adventure and creativity! Hytale combines the scope of a sandbox with the depth of a roleplaying game, immersing players in a procedurally generated world where teetering towers and deep dungeons promise rich rewards. Designed with creative players in mind, Hytale's engine supports everything from block-by-block castle con...
Grrrr
wtf, GPT 5.5 smoking gun sighting
I havent sworn to claude sonnet it just started doing that
wtf
I mean I did threaten to shut it down if it made one more explanation .md file but that was it

Moder art
is this eminem's homeless brother
progress with CSGO
π
sonnet telling me "Youre absolutely right" every single time it responds is driving me insane
gemini sounds like someone is putting a gun to their head whenever it apologies, i didnt even say anything to make it do that
its just super apologetic
Titanfall 2 is just so difficult, idk if its possible
ποΈ
not possible via the remix api? (unless that was already tried)
tho this looks like the remix albedo debug view?
Ive not tried the remix api yet but Im already able to dump all textures. Its just for some reason they dont appear except on the hands and gun
This is actually making me realise the skinning path has textures working
Yes, it looks so bad without a debug view
guh wait how are you running the game without remix if you're not using the API
isnt titanfall 2 dx11
as in sending all game data (camera, meshes, materials, etc) to remix directly
that bypasses the rendering api
We use a wrapper instead

Its a very very modified version Ive had to rely on decompiling and dissembling
yall expecting miracles with just those 2 things π
No, im wondering if he started without the toolset and with a prompt the ai may have mistaken.

Such as being undescript and short
i mean it's gambling really
It is, but the right prompt helps
the path the success is commit stuff to a repo after each small successful step
it's like save scumming in a stealth game
Oh you mean what do I start off with
yes there is no losing this way
I get it to write a handoff each time, and pick the best option to go forward
if your IDE doesnt look like this you're doing it wrong π«
Lowkey how i was reading that (far sighted)
Anyway this interest has made me want to keep going so thanks!
i love the forking option in vs code because i dont have to ask the same question each time
My ide gives me a list of what it plans on doing, how it plans to implement it and then executes it while asking each time to make sure what it does functions
Rinse and repeat
yea im also using windsurf rn, but its really like any other vs code fork
cursor was the same until 3.0 and i might as well act like it doesnt exist anymore
Yeah
my sessions look like that btw because i always ask it what the project does before continuing to work on it
i would like to but i got my hands full on BetaRT rn
Fairr
Like
I think i have data but
It won't load remixapi
It even made an exe to load the game
uhh the game needs to make a d3d9 window for the remix api to init
Right
why do you need a seperate exe?
I don't
It made it for a loader to chain to d3d9
I may have to start over shrug
-# also to bypass some things
I guess
hmm does the game not load winmm.dll or dinput8.dll
maybe check for other binary mods for that game
pcgamingwiki says otherwise
What is this? The id5Tweaker is a small mod that allows additional configuration of id Tech 5 games. Its features include the option to change the FPS limit, force the value of CVars and additional game specific settings. Overview Description Although the id Tech 5 engine offers a surprising amou...
A
those 2 dlls i mentioned usually get loaded by most if not all games
your wrapper should be one of those dlls so the game can load it on startup
you can leave remix as d3d9.dll as the wrapper will call it when it needs it
I really do need help ig sob
At least I know now
I will try again from scratch tmrw

π
hello
hai
Kiro claude sonnet has been lobotomized
Its so much dumber than when I used it last week its crazy
I wish there was a way for it to automatically test in-game for us, it'd be cool to have it test overnight and go full autopilot
That would be brilliant in the future but currently the AI is too stupid, I can just imaging billions of "Wait, actually"
So many games could be made compatible though π€€
Been using Claude Max, $100 is expensive as shit, but the limits are great, usually getting 3.5 or 4 hours into a 5 hours session before hitting the limit
Claude legit said, Im done for the night peace
Not sure why they even tell it the time tbh
I really think all it does is freak out claude because for me its always talking about "not having enough time" or "taking too long" to do something so then they do something stupid instead and its really annoying
Behold the next voxel game coming to a Remix near you. Hytale
I was using free cam so the views there dont line up
I stole CR's method, am translating the games geo to a seperate view, not a wrapper!
Yes! Using the toolkit to make a SDL3 dll proxy, whatever that is. I think this game is OpenGl 3.3 with a mix of 4.1 stuff... idk
π maybe i just suck at optimizing this method
cr has pulled it off consistently with unity and mc
I still gotta restart tmrw blehhh
ποΈ
What gams
If I can get it working better Ill post it in #showcase
For now its a mystery
(You could probably figure it out based on my history of remix mods)
Well it is a sonic heroes level, but heroes works out of the box with remix (also no one plays it)
Sonnet keeps trying to get me to move on to the "Acceptance" stage of grief by accepting that the camera is rotated incorrectly, but thats okay because geometry renders
RIP Kiro sonnet
Is copilot pro not the best option now to try out VRET on a budget?
Why's that?
really afraid that i won't be able to get FO4 or Skyrim playable
and my body has been really weak so i've had trouble staying at my PC for extended times. i keep having to lay down
Cant buy copilot pro imo so no not the best option, cause it aint an option (for now)
I don't doubt that you will. It may take a while, but that is only due to the sheer scale and complexity of what you are doing.
That part is more concerning. Better to take care of yourself in this case. FO4 and Skyrim can wait, after all.
i'll keep trying π
I said it before, gotta find a passion project, then just focus that. But because YOU want to play that game
yeah
Or in general would enjoy tinkering with the game. Deadass Im doing what I do for my projects just to see something pretty, not because Im playing that much
i'm probably gonna release the skyrim mod and drop development of it. someone else can pick it up. and i'll focus on FO4
yeah same
Definitely for the best to only work on one project of that scale.
I do not know just how far this can be taken, but path tracing in DS emulation has officially been achieved*.
*Very glitchily
Hell yes
GBA please

There were actually a few GBA games that had 3-D graphics, weren't there? Not many, but I know a scattered handful did. Would be interesting to see them path traced, although I have to wonder just how that would look.
Worse precision issues than even the PS1 no doubt.
There is a rally game that looks too advanced to be on the GBA
But it's all smoke and mirrors, not truly 3d
I'd imagine they would have to. The GBA was just not built for 3-D rendering at all. 10 is more than I would have thought, though. I suppose people have always wanted to push the limits of what is possible.
Still have to give credit for the ingenuity to try to fake it.
Wasn't golden sun 3d?
BeamRT all static meshes uploading fine now.
The debt collectors about to come
r u excited for the next wolfenstein game?
?
Bait used to be believable
wolfenstein 3 has reportedly been in development forever ago
ever since the guy said "weve seen wolfenstein as a trilogy"
people js assumed that
to be honest, no im not excited, if its anything like young blood
that was just a spinoff so idk
I need to get in on the wrapper game
spinoff or not
if thats the way the game is composed, whats stopping the third one from the same fate
It not being a spin-off and also not being co-developed with another studio
indiana was pretty good
and years of criticism
you mean the game based off the already existing movie story?
it was an original game and story tho
only returning character is indiana with his buddy being a cameo role
everything else is original
no i dont count the beginning tutorial sequence that was a remake of raiders
MachineGames are goated and Wolfenstein 3 is going to be insane
idk bout that
And it'll likely have path tracing
i also didnt even like nc
only really old blood and no
so i still do not have hopes for the new wolfensteing game
oh they def gonna have to use restir PT
also mb, didnt know
i could never even get the game to boot
ninja punch gif
besides that point i realy really honestly dont have anything to hope for
i was happy with the way it ended in wolfenstein2009
and never really truley appreciated the reboot
not that i didnt have fun, js that it wasnt as fun as 2009
@vagrant kernel looking at the papers we have now what PT tech do you think wolfenstein 3 will use if its coming out in 2029
im predicting restir PT + NRC with improved FP4 RR
interesting
I cant fucking wait to figure out how to utilize my works AI API in VSCode, they upped me to 100k credits during the beta and never changed it back to the original 30k after launch lol
I know you aren't pulling texture data yet but why is it all lime and purple?
random colors for vis
'
ok.

"actual usage billing" is such a dumb way to phrase what they're doing
they're just charging people for the ai being inefficient now
something you can't control
The only fair billing is billing per request, increase the price if you have to but it's not the end users fault your AI keeps going on tangents and getting stuck on shit
To be fair every single actual API uses pay per token
It's supremely stupid that anthro calculates your usage by checking the size of your context
Processing a prompt is far less expensive than generating the actual tokens of the reply
i have been having incredible luck with gemini 3.1 pro with windsurf for the last few days, stupidly cheap on tokens too
my major gripe previously was the broken tool usage but it's been perfect now
im hoping it stays cheap since google can probably afford that more than the other AI companies
I never tried Gemini 3.1 Pro for RE, but for day to day routine questions it is my go-to
It just never misses to give good advice on virtually anything
Paying $20 sub because 5TB cloud is also nice
Gemini is really good, not as good as claude for coding but it does its job
"Instead of counting premium requests, every Copilot plan will include a monthly allotment of GitHub AI Credits, with the option for paid plans to purchase additional usage. Usage will be calculated based on token consumption, including input, output, and cached tokens, using the listed API rates for each model."
Well, thats madness
That's what every IDE does
Copilot was good while it lasted
Achieved a lot with it
yeah same
I'm gonna stick with it in May and then see what else I'll use in the future
If they're all guzzling tokens then it's kinda whatevers
@compact dragon wtf are u on about bro
i mean turn on debug view
i cant
why
steam ui gets in the way of inputs on my window
guh
idk how to dissable the shift tab menu
right click game on steam and disable steam overlay
?
ye properties
oh its the first one
(sorry one sec i asked to to do something that made my entire pc explode)
nvm dissabling steam ui still doesnt let me acess the remix menu
it js makes the window error esc noise
when you try to alt tab an ok button
if ykwim
FAK
i purchased extra usage but its still -14 sob
Best to just use Claude Max next month if you are spending a lot on extra usage
So you may see original render vs Remix
because the swapchain does not like it when i try to inject d3d9 into the opengl basis
Essentially it isnt a wrapper in the traditional sense, its more intercepting the games rendering calls, feeding to Remix for reconstruction
yea shaders are different etc because opengl etc
yeah
translating those are odd
its not just that
even the geo and textures
the swapchain itself doesnt like it
idk how theyre reimplimenting it back into the window
im not on that step yet
im still tryna get mroe geom to render
Bit more progress with the custom Remix friendly DirectX 9 backend for MelonDS. Now with less missing geometry!
Nice, is it game specific?
I have only tested three games so far, but all three of them worked. Hopefully it could be a mostly universal solution, but more testing would be needed.
A universal (or at least mostly universal) approach would be amazing
is melonds the ds or 3ds
The DS. Citra is (or at least was) the 3DS one.
what the
this is kinda frustrating, its loading geometry (or at least logging it) but its getting sent to remix wrong constantly
[21:03:17.491 t24676] draws.DrawElementsBaseVertex = 191645
/ the camera is stuck at the world origin
i do love this look tho trust me this is the future of remix
π
Showcase worthy righf
Is that a stride issue or buffer overflow?
Which AI agent are you using for this?
stride issue
it was tryna locate camera params from ubos
instead of renderparam
nooooo
burrito pls fix
AI pls fix
waiting till may 3rd is gonna be suffering
Iβd love to test the call of duty games!
Dude @rose oasis I know it's way off topic but it sucks to hear that about how you're doing. Been going through a lot of stuff myself that makes it hard to do anything I wanna do, spiraling into doing nothing in particular for most of the day. Hope if nothing else you can know exactly what's wrong. That's the part that I've been struggling with the most personally, getting answers and stuff.
Ray traced DS games, my dreams have come true....
Except I didn't have a descriptor for what I wanted it to be.
love to see it
ughhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh
I play video james
i hope things will be okay for you too
my health is rapidly declining so i'm probably not going to be on here as much unfortunately π
it has ups and downs
i will be so tired for a week that i can barely get out of bed. then a week where i'm fine
it's fine
Please take care sparkles
Are you licensed to drive that racecar-boat-plane?
We are all wishing you well 
Nodnod

The hell do you mean, Claude?! I never said I was going to bed!
Lmao
Witcher 2 fully playable 
Claude is sometimes damn scary, including with his insight.
just a few smoking guns away from being remixable
WWWW 


i have been waiting for this
Imagine Brothers in Arms DS RTX https://www.youtube.com/watch?v=abzZZLKTNkg
Brothers in Arms DS - Nintendo DS Gameplay High Resolution (DeSmuME)
Visit us at http://www.godgames-world.com for more
Brothers in Arms DS is a third-person shooter video game developed by Gearbox Software and published by Ubisoft for the Nintendo DS. It is part of the Brothers in Arms series established by Gearbox's Brothers in Arms: Road t...
guys hear me out
cars: race o rama ds rtx
this is the best image i could find btw
I love when you spend days debugging a problem, the AI seems really confident its not what you think it is, and then it turns out to be what you think it is
They took a look at your epic cooking skills and really said " bro don't need this let's save him money"
time to see if i can get a refund, i made a new account but the old one had 2K credits π₯Ή
wait what
when did it turn into a quota
bro what
So Windsurf also bad now
harvest moon then
hi
Hru cr
Fair
nice
anyone had experiece with D3D9EX game crashing constantly?
Sometimes I get lucky and I can play through the entire game, sometimes it crashes almost as soon as I load into the hub world, its so inconsistent I cant find out whats causing it
You can attach Visual Studio ~2022 with a debugoptmized build of the runtime and just play the game until it crashes. Optionally you can add more flags to the minidump crash generator and then open the minidump in VS
Hai sparkles
After I threatened to shoot Claude after it said for the 10th time albedos have no detail and the detail comes from normal maps but I can clearly see uv's are wrong
Its a fckn miracle!
Hey e man, I got an opengl 4.6 game """""""""working""""""""" with remix api wanna see
Yooo, thats sweet. 4.6 is no joke π
Yeahhh, I got geometry to render buuuut I think somethings up with the camera maybe
unfortunetally im outa funds for now but if you have any idea on what may fix this
You've created modern art
yeah
lol, there are quite a few artifacts intertwined there. I assume this is the primitive index or geometry hash debug view?
That is the good old triangle soup. Happens when you mess up the triangles index array, pointing to the wrong vertices, or just reading garbage for vertex positions somehow. Now I'm not sure what the long vertical/horizontal lines are exactly. Could be very thin triangles + wrong projection matrix + aliasing making them barely raster, or something else
i belive at least the long ones are the fact that "ui" elements get rendered as geometry as a raytraced targert
and yeah this is geometry view
idk if you wanna take a look at my current workflow at all to see where i maybe messed the ai up (if thats possible idk if its js "viewable"
that being said it did make a dummy proj matrix because it could not locate one in the decomp
βͺοΈ Replying to @claudeai
With the Autodesk Fusion connector, designers and engineers can create and modify 3D models through conversation.
vibe-designing
I'd like to see the nightmare Claude would create if you just told it to remaster an asset
Anthropic also joined the blender fund yesterday
Claude now connects to the tools creative professionals already use.
οΈοΈ
οΈοΈWith the new Blender connector, you can debug a scene, build new tools, or batch-apply changes across every object, directly from Claude.
π "i" can use blender now
Someone put in a model and tell Claude to remake it at higher quality or else he'll be shut down and post the results
I don't think it's gonna be much help if you don't know how to use it
But it's going to make work faster
Everyone say thanks to Chris
lol. The AI thinks revolvers eject shells.
Finally fixed a bug which I was working non stop for hours for 4 days!!!!! I thought this was the end lol
Textures now have the correct mip
NEW: Itβs been revealed that OpenAIβs Codex system prompt includes explicit instructions to "never talk about goblins, gremlins, raccoons, trolls, ogres, pigeons, or other creatures.β
I knew Raccoons and pigeons were of the same cloth as goblins! vindication!!!!!!!! yaaa lets go!
Meowning everyone
Rip
Yup! It will be completed
What abt tf2
that is titanfall 2
have you not played our lord and saviour titanfall 2?
π
I have playtime but I dont remember playing it π
I need to replay it but it is sooo good
π’ If I could give any advice at all, it would be play Titanfall 2
Well give it a try soon
have you been looking at the shaders at all? was told that the cbuffers were left in.
Ill do a full breakdown eventually but yes Ive been decompiling like a thousand shaders. Who said the cbuffers were left in?
pumbo
were they not left in?
assuming he didn't fill out all these cbuffer names lol
they were left in, I was just wondering if anyone else was interested in TF2 lol
Does remix not come with dlaa? Its been so long I cant remember
it does
I am interested
We can cross help eachother !!@@@
What do you mean?
I help you with yours and you help me w mine sorta vibe but I was being silly
TF2 RTX Mod steam release when 
King vulp reference
I was actually investigating whether Wolfenstein would be possible for my next project before I saw you made progress on it. But I've settled on Hitman 2016. Plus I am planning on doing major optimisations like re-adding my old Mega Geometry code, updating meshoptimizer to the latest version and looking at the RTXPT branch to see their optimisations
Right
Yeahh
How is it going btw?
Its not
I'm broke rn
This is what it looks like currently ish, currently the game crashes when any 3d space loads
The ram shoots up
But I cant do anything about it for now
Thats annoying π’ I would've loved to help but I don't have the time. Keep being persistent!
What wrapper did you use as well?
Custom build
Its directly intercepting gl4.6 to send geometry data to remix
If you have a good 4.6 wrapper to use as a basis do lmk I might try and ask it to use some things
Geez
@woven zealot glad I helped you in a way for your project
how does it even go out of its way to delete the backups βby accidentβ
the ai did that with malice bro
it knew
Ye
Use data forensics tools to retrieve the data off of the drives, then get grok to re-organize the database 
dw they were able to recover all the data



π¬
