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#Vibe Reverse Engineering Toolset
1 messages · Page 14 of 1
ill test it later
ok
FUCK
wat
the actual object/world placement is likely already baked into vertex positions for these draws.
im at 95% quota and spent all day on this blehhh
you'll want to try to pull rendering information from another spot then
but i'm sorry 🫂
and thats where we end it off for the week sob
🫂
Claude just asked me a record 15 questions.....claude i'm vibe coding, I have no idea just do what you think's best 
I hate it when Claude does that. When you only want to get shit done and it's like
- Do you believe in God? 17. Would you call yourself insecure? 18. Are you friends with your father?
What service is this
Antigravity 
Is it good?
I wouldve said its great like 2 weeks ago but all the models have been lobotomized recently for no reason
(Unless its a skill issue but I actually think theyve made them dumber)
Like gemini 3 flash which is an already weak model actually managed to get some things done, but now it cant do the most basic of tasks
RIP. I've had some good experiences with Gemini but I'm not sure I'd want to rely on it fully
Is Claude usable on Antigravity or do they charge you out the ass
Charge? For AI? In this economy? Im a free trial leech, it resets every week (exposed)
don't know much about the pricing of claude, but I can tell you that you'll almost never be able to use Claude on a weekday, it always tells you "We're experiencing high traffic", its the number one issue people are having with antigravity
Hmm, that's a shame
Lots of AI getting stuck on steps recently. Gonna be awesome for people once Github Copilot is switched to usage based billing
Btw I tried making a RTX Remix compatible DX9 renderer for REDRIVER2 (Driver 2 PC port) but it's pretty deep in "remixers will say it's peak" territory
I guess this is what happens when you feed PS1 geometry to RTX Remix
These PS1 games love putting all textures on a big atlas
Btw, claude code probably wont be available in the pro version of claude in the future
Yay, paying 100 bucks just to use code
Random garbage that is
You probably shouldn't waste money on this🙂
its a proxy not a wrapper
but yea
dis true
just waiting 30 days is a pain
btw is this the dx11 proxy or remix plus
i wanna try hello neighbor
its a proxy hang on
Google Docs
im not releasing on github rn
not until its stable
are we having "(WIP) UnrealRTX" rn
its for all games. dont mind the proxy window name. i kept it for cr credit and plus is for sparkles
also,
did it make a unity remix log
yeah, why?
i need it
im trying to upload it but discord isnt letting me 😭
probably host it somewhere. you need nitro for bigger files
its 0 kb anyways
also 0 kb
ill check rq
v0.2 is out btw 😛 , idk if that game is monobleedingedge tho
its actually c++ ❤️
are you talking about hello neighbor
hello neighbor is unreal
idk how anyone can confuse hn for unity... maybe its just me
shhhhh hello neighbor appeared in unity before
WHEN???
alpha itch io
bendy and the ink machine
:/
people keep stiring people away from what im doing and i dont get it
just try and ignore them
guh??????????????
https://drive.google.com/file/d/1aZY8Npzza0ZRKeQ1rO7pSvHKK2LxhCJs/view?usp=sharing try this fresh install
alr
wipe the game of old
hasent worked either
yea i run in the same thing with demo
it made logs though
so ill usem
test another game until i get it worked on
example of the log file. since this is what it showed for me
this is what chatgpt said
dont use the windows one because it suppose to run from game dir
hang on
i know what its doing
version_real.dll when its from the windows dir but renamed to that. will read the windows one and forward it to the proxy
nevermind it didnt work
ill check later
[15:10:51.874][WARN] Proxy: refusing to load ourselves (C:\Program Files (x86)\Steam\steamapps\common\Hello Neighbor Demo\HelloNeighbour\Binaries\Win64\version.dll)
@tropic stream im fixing it bud
what do you think yall coulda had made with 113k worth of claude in a month
oh geez
wait 4 people?
with that money you coulda hired more real people 💔
true
The fact that this is not seen as embarrassing and incredibly stupid is very sad
my own claude
time to make an nvidia ai with toolkit
like fucking seriously
jk
If anyone had that kinda money here i’d hope they’d spend it on hiring a real coder instead of claude 💔
buy a bunch of high VRAM GPUs + develop training software and datasets
or just run GLM 5.1
like
it's really good lol
hemry built the Remix VR mod with GLM 5.1 afaik
qwen is a different model
and deepseek kinda sucks
ah
time to switch to glm
lmao
problem is they all code different so a fresh project would be ideal
just have them all code in asm it would probably save time
or basic
what?
here’s the full post
everything is using c++. but other code like .asm or .bas is forgotten
@rose oasis does anything he’s saying sound realistic?
doing a project of this scale in assembly is just asking for trouble
gotta be honest
he should have used AI to write for him because i can barely read it 
basically, he's a dumbass lol
is there anything after c++?

unless you have like 200 employees using it all at once, 24/7, doing literally nothing else... it should not be that expensive
there's c++ standards that release every so often
it isn't like set in stone or anything
you would think we wouldve had tech advancement past it though
c++ is old just like C
old doesn't mean bad in this case
just more mature
and more likely to support wider use cases
why not make something better for security measures
Such money wasted lmao, his febuary bill was 50k 💔
something new
there's rust
Many C++ features are not even used by people yet, like "return might be these types" etc
In computer programming, a subroutine (a.k.a. function) will often inform calling code about the result of its computation, by returning a value to that calling code.
The data type of that value is called the function's return type.
In the C++ programming language, a function must be declared.
The C++ function's return type is specified as a par...
Didn't even know how it was called
for things like coding languages, slow progress is much better than fast
it's one of those things that C++ is mature enough to where vast majority of the things you'd want to do someone else has already done before
This and C++ are fundamentally different tools designed for different priorities
Can't see your point
yes im aware.
You don't use Assembly to code such complex programs. It was never used like that
You insert some assembly in the existing C code for very specific low level purposes
assembly was used for writing programs and games... in the 70s-90s mainly. don't wanna use it for that now. it's also incredibly difficult to maintain and debug compared to a normal coding language
additionally, LLMs kinda suck at it compared to normal coding languages
rollercoaster tycoon is one of the best examples of a game written pretty much entirely in assembly: https://en.wikipedia.org/wiki/RollerCoaster_Tycoon_(video_game)#Development
-# wouldn't recommend it
😆 for sure
RollerCoaster Tycoon is one of a kind
It's a testament to their unmatched sheer skill
This is a category for software written in assembly language. For assembly language compilers see Category:Assemblers.
-# i'm tired
about old asm software and games. are those reverse engineer-able so we can use them on later any os?
say if i wanted an old windows 3.1 solitare game
for example
or maybe an old screensaver that does not run on modern systems
claude 4.7 is in gaslight mode for me rn
stops working while working
@tropic stream i wont be able to get to it now., spent too much
Doing more PS1 RTX (through recompilations though)
is this a port?
Ye
cool
I hope I can make it look good and upload it
Hope on this one I don't try to go too far and get burned out when stuff starts not working
I def need RTX Remix API lights and emissives
see whats left on that project. seems it hasnt been touched in a bit
GitHub
Ship bounces along the base face normal when shot by a rocket/missile without a shield.
If the player shoots a ship at close range, they will fly under the hit opponent.
If the player shoots a ship...
I'm just doing graffix
ok just wondering if the bug will cause a vertex explosion
Doesn't seem like thats in a playable state yet sadly
There are fully done recompilations that didn't even get a playable version yet
Why did no one make an MDK or Trespasser recompilation 
https://www.youtube.com/watch?v=NnBe6li6Tzk this would be good if it didnt get taken down
First 5 minutes of Resident Evil Code Veronica Fan Remake, made by Matt Croft, Briins Croft and DarkNemesisUmbrella.
All Rights belong to CAPCOM, this is only a fan project.
More info in our Discord channel and web page.
https://discord.com/invite/ySevQ6k8fK
https://recvfanremake.webnode.es/
ABSOLUTELY ALL RIGHTS BELONG TO CAPCOM, FOR OBVIO...
Lol guys! 😃🤣
Free, open source video upscaling with AI models. Real-time preview, side-by-side comparison, batch processing.
made a website using Claude Opus 4.7
also made documentation for vapourkit: https://kim2091.github.io/vapourkit-site/introduction/
had it spawn uh... i think it was 8 Opus subagents to research segments of the program in depth and write the docs. i read through it all and it is accurate
Were still here
i think i'm gonna try descent remix
what?
Bribing the hamster was the correct choice IMO, be careful when making that sketchy deal with the racoon, hes not to be trusted
opus 4.7 is quirky lol
all of the opus 4.7 options on other services seem incredibly cursed
on claude max it's never said anything like that lol
The’re easter eggs 
/** Easter-egg loading messages, used ~1 in {@link FUN_WORKING_MESSAGE_RATE} picks. */
const funWorkingMessages = [
// Generic
localize('chat.working.fun.1', "Bribing the hamster"),
localize('chat.working.fun.2', "Reticulating splines"),
localize('chat.working.fun.3', "Untangling the spaghetti"),
// Halo
localize('chat.working.fun.halo.1', "Activating Cortana"),
// Minecraft
localize('chat.working.fun.minecraft.1', "Mining diamonds"),
// Microsoft
localize('chat.working.fun.ms.1', "Summoning Clippy"),
];
interesting lol
idk why but claude shits itself whenever it comes to working on FNV
relatable
I too shit myself when working on beth games. they just have that effect.

Who would not shit themselves riddle me that?
Imagine the levels of pants destruction incurred by newly onboarded devs at Bethesda. Changes a single line of code and the whole codebase implodes
🤭 yeah...
If you're not already doing it I'd load it up with all the docs you can find though on NVSE, FNV, and as much detail of your project in particular every single chat. Been having a lot of success that way with MW rather then letting it just go with just web search and guess work which seems to result in it going off the rails sooner then later.besides steering stuff I always make new agents read My project quick start which is kept up to date with the state of the project, Known issues , todo's and completed tasks at all times.
I started running some local models to check how they would do with RE and code changes, and looking through their reasoning msg I swear I sometimes see the desperation intensifying. They probably reach a point where a normal human would say ‘no idea bud, it doesn’t make sense anymore’ but the model needs to give a confident answer. I guess nobody would pay the sub anymore if the model said: I don’t know, this train of thought leads nowhere.
I'd almost rather they let it say something is too hard
Yes
unlike (most) humans, models don't really know when real knowledge ends and hallucinated information begins
the small local models are especially bad with it
Integrating RTX Remix API lights can still be such a pain. Wipeout has been already working well forever but just getting API lights in there is now taking an eternity
Doesn't help that GPT seems to have gotten lobotomized
Doing some Claude ass "the answer was in the cfg all along" shit now
Can the Chinese not already do a "we made a better model than anyone, here it is" moment
pls
even then, the AI tooling on copilot is great, but they rarely adopt those models 🙁
i dont wanna use kiro because its methodology sucks
yay please
Getting Wipeout to path trace: 20 mins
Getting API lights into Wipeout: 9999999999999999999 hours
Bro there is still stuff to do
Wonder if this counted as a request
ive been promised chinese saviors MANY TIMES in MANY INDUSTRIES and I have YET to feel the effect of any of them

is this peak?
That's indeed peak 
I can't believe it took 20 mins to get here 
Hope it doesn't take much longer to improve
I finally got fucking lights in Wipeout
This took a hundred years
I thought it'd be like 30 mins max
i'm fighting with nfs2se more than a month and I only arrived to the main menu 
Damn, I was thinking of trying to get that working
Maybe I should stay clear
i have a perfectly working version of the game with dx9
https://chat.z.ai/ found a only glm ai site
Meet Z.ai, your free AI-powered assistant. Build websites, create slides, analyze data, and get instant answers. Fast, smart, and reliable, powered by GLM-5.
hmm it keeps saying it cant read the github and yet it writes code lol
autoclaw seems better for credit use or am i wrong
bweh

considering trying to get just cause 3 working
but i shouldn't... the future only holds pain and suffering if that project happens
hmmm
there's a luma mod for it already, no?
there is
doing something but now i wait
The hell is bro finding
Just trying to reduce draw calls for Wipeout and my man is like "need to make sure aurora borealis is off"
we’re not getting to ai superintelligence anytime soon
thingy
Is it just me or is antigravity completely unusable? If I try using opus it will error out in like 10 seconds saying traffic is too high. If I try Gemini, it will work for 15-20 mins before getting that same error..I tried this at all hours of the day, even 2 in the morning.
never try use claude on antigravity during a weekday, its impossible
copilot
kk
Yessss completely useless same thing here
P
E
A
K
ready to deliver
remixers say this is peak emoji when
we getting a 2nd minecraft remix project 
A third sometime in the fufure
I'm yet to use vibecoding tools for Remix. This is better
Vulkan renderer in Minecraft PE 0.6.1
||meaning native RT||
Can't wait to run it on Samsung S25 once it's up and running lol
sweet, i didnt know source code for old pocket edition was out there
🤫
What approach
Recompiled NFS from a github someone shared on this channel
-> Win32 shim + SDL window/input/audio
-> original game renderer calls Glide/3Dfx
-> Glide calls are intercepted
-> DX9 backend converts them to real D3D9 drawcalls
-> RTX Remix hooks d3d9.dll
that's how sky looked in old PE
It honestly surprises me how little time it took, the game is practically there
some missing pieces like fog, particles, viewmodel and it's done
FO3 should work via TTW for FNV
fixing the port im working on with anti pirate and such wont read so where its hashed based on what your actual copy of the game is
could make it pc based to like bf6 and other games
after i do all this the port should be ready
but gotta wait again
When the AI says something is going to take 5-6 weeks of work and I say "ok, understood, begin the work and don't stop until it's done" 
u got PE working natively on pc?
You can build it for Windows
You can even build it for Web
it runs on vulkan or java?
idk what they mean by java beta
and u can swap renderers on the fly?
PE runs on C++
Web version of RTX Remix when
It's a repo that is being maintained by fans, they added some graphical features from Java
I'm adding Vulkan (GPT 5.5 is)
how much money r u spending
From a triangle to the functional game it took 4% of Codex $100 weekly limit
GPT 5.5 High
then how did those mfs spend 100k in one month on claude
But then again MCPE 0.6.1 isn't rendering much, it's all fixed function and doesn't require going out of your way to make it render in Vulkan
Someone could make it render in DX9 instead for Remix 
would prob crash your browser and eat your ram
would need 2000 optimisations
Claude the only one I see do these stupidic time estimates which make no sense
Actually I guess dont try to use it ever. Just doesnt function.
good to know.. well my 4080 legion desktop decided to stop booting up on me last night, just weeks after my 2 year warranty ended so guess thats it for me until I get a job 😩
when the camera works but its in the wrong position and rotation and the stupid clanker cant fix it is just the worse
And now it thinks it needs to modify the runtime 
Random "welcome back", I wasn't gone dude
Hope to get a random "go to bed" some day
No, it's the character called Team Fortress, and I posted 2 screenshots

I need a counter that will count every time gemini says "Ive made a MAJOR BREAKTHROUGH"" and then literally breaks everything and gets nowhere
Yeah I just felt like nothing changed
It was my feelings
you mean deletes system32
or your project. an ai did that one to me
Wonder why anyone hasn't used vibe coding to fix team fortress 2
I'm afraid these particle effects are gonna look booty with remix
Remix is just... really bad with sprite particles for whatever reason
Yeahh
They look good enough in game anyways
I don't have a screenshot right now but rogue trooper makes heavy use of particles like huge sheets of rolling dust etc. They look really good I'm vanilla but remix really fucks them up bad.
Yeesh
I only want Roblox past 2019 in general for Digital Swirl based Sonic fangames :)
any spooky games working?
oops sorry i pinged and didnt read
so far the legal side works
it reads the actual disc. security enabled for those with bad copies
Fully rebuilt Trespasser from source with a native DX9 renderer only to end up with the same terrain issues 
Only now they are also there in the non RTX version
what issue
i think rendering was different back then
wasnt true 3d
basically was billboards
you can see if it can rip the assets and look at them first
will take vibe tools
Do it.
He posted 2 days ago int the SH2 channel btw.
looks like they added coding behind a sub wall
3 weeks late to the party, its only for the $100 tier and up
too lazy to figure out howto vibe code

i worked on 2 different vers of tf2 years ago
imo tf2 really doesnt need the remix treatment
Shrug
#1133959564824424458 message
https://github.com/sambow23/TF2RTX-Stuff
Does it work on modern tf2?
it broke with the x64 update a long while ago
can be fixed but im not working on it anymore
Fair nuff
there is a port of the 2007 ver of the game that probably still works
its one of the methods in the github readme
👀 Doing some crafty transparent overlaying of a GL UI onto the Remix output. Interceptting the UI draw programs, then sitting it over Remix.
What opengl version is this game?
3.3
you guys got any ideas for random shit i can leave claude doing while i work on other things?
random? Like what
projects i guess
battlefield 2 compatibility?? 
getting it to mess around with tracy could be interesting
Or is it a feature project 🤔 I'd say that we got pretty much everything covered. With the recent IES feature working somewhat
Xoxor messed with it but it's not really playable
tracy is a profiler
i could
yeah lol
As far as random projects, original DS emulation perhaps, if you were interested. It's semi-functional, but still needs a good bit of work.
if you can give me a rundown of what needs to be done, i can leave claude to work on it
i have access to 4.7 opus 1M. i just don't want my subscription to go to waste
or hear me out
you how cr nulled out the static meshes in portal 2 and just handled them via replacements
a semi automated framework for that would be incredible
There's still quite a bit. Off the top of my head, there is the following:
Separating cameras and 3-D draws to their proper screens
Proper alpha testing and alpha blending in most games (only works for a few at the moment)
Proper UI handling
Fixing culling (already partially solved, but still a lot of missing tris)
Stabilizing geometry hashes
Figuring out why most games have proper camera matrices and a stubborn few do not (based on limited testing)
Performance optimization
Polygon wobble elimination (might also help with stabilizing geo hashes)
I'll go ahead and clean up the repo and get it uploaded then invite you to it shortly. In theory, it should work (to varying extents) with just about any game that has 3-D draws.
Might also be useful poking around in Battlefield Vietnam, its slightly more stable but may unearth some useful tactics for BF2
I feel as though the refractor 2 engine is more extensive since it'll allow project reality to work in some form.
my ultimate goal for any personal project would be to figure out the frostbite 1 or 2 engine with VRET.
Also that I have an interest in understanding that engine in particular (rendering wise)
brother what is this 💔
Road blox
Started new project
https://github.com/nvpro-samples/vk_lod_clusters with mega geometry would be 🤤

i wonder if VRET can help me convert google earth VR from GL to vulkan, it has a really nasty vram leak issue that prevents me from playing it for long sessions
ngl one of the best VR apps for anyone imo
the street view part is so peak
Remixing (Google) Earth would be so peak
i feel like it would be a tad too taxing and the 3D map geo is not really high fidelity enough to justify it
i just wanna use street view for more than 2 hours
i get lost in doing virtual sightseeing
Can you just use Microsoft flight simulator. It reads Google map I believe
Yeeeah, it can be very based
I wonder if one can squish gaussian splatting onto Streetview...
Results would probably be ass 7 times out of 10
But in those 3 times...
i wonder if google plans to start doing that for their updated street views, wouldnt be surprised
obviously they'd do popular/big cities first and then eventually roll it out over years
uses bing unless you mod it, horrible
A random project I’m working on.
Forza 6 looking good
Whats that
Sega Model 3 Emulator (Supermodel) d3d9 render.
Holy shit
I've been dreaming of doing Daytona USA RTX somehow
Was there a Model 3 VirtuaCop as well?
whats the sega model 3 emulator?
If you don’t know what this is, you’re too young, kid.😜
this in remix?
Are hashes stable?
I feel like the older I go with my RTX games the more messy the polygons become
Wipeout I have to mod with RTX Remix API because the hashes are just all over the place
Minecraft PE 0.6.1 Vulkan backend is almost there, all the rendering paths are there including animated textures. Still not happy with the fog though and performance is noticeably worse than in OpenGL

It's been really smooth and problem-free so far. The only real issue that I've had so far is alpha textures flickering that took some time and specific explanation as to what was the problem for GPT to fix
tell it to rewrite rivatuner to report higher FPS than it actually is
then you're set
The problem was that blocks that use alpha are the only blocks that you are able to see both from inside and outside, meaning you can see the backfaces through the leaves for example
The backfaces were always rendering even though they should be culled, causing Z fighting with the front faces
just goes to say that AI can go a long way if you can explain what exactly is happening
this is why i don't recommend people try this unless they have knowledge of rendering already
understanding at least some concepts is needed for sure
When it comes to graphics programming it is especially important, because the AI has no way of knowing what is going on without your input
Hello everyone
Ah yes, the other old game issue
The plan is to improve Vulkan performance and point it at the Quake 2 RTX repo and say "replicate the pathtracer. make no mistakes"

Claude experiencing the "remixers will say peak" moment
this pisses me off more than the clanker being useless and I dont know why
I just hate it when it does that
Like bro, we both know youre not real, you cant get excited OR disappointed, so stop pretending you can be either and just do what I tell you to do
This is also how I treat customer service


Okay. Okay.
signs of pathtracing spotted
peak neuron activation
REMIXERS say this is PEAK
We really need an emoji for this
Stunts 4D remixed when
Nfs2?
ja
Crouds are there now. Wow. They're not rigged but they're there.
what are you doing
The original method forced shader model 0
So the crowds were gone
The game disabled a bunch of features
So now I'm doing a proper FF port of the normal mode
I miiight make a new one
Well the old one isn't really that bad
Then other things like brake lights and particle lights for nitros and original color correction
There's a lot that can be done here
tbh, culling patches are much harder in some ways than an FFP conversion. would not recommend redoing it unless you really have to. at the very least just use the existing addresses as a start point to improve it
bruh
😢 u took all my edits
kek
That's probably an unlucky anecdotal experience. Culling is an algorithm, a function, that can usually be patched in the binary. The devs specifically coded this functionality, meaning it could be altered
In Painkiller you do a JMP instead of JZ and frustum culling is gone
Turning culling off is simple but often kills performance
Getting a good performant implementation is where the pain begins
Remix REALLY needs to do something about high drawcall counts
Like
Even to this day, the whole system is best optimized for portal
Even old ass games I've disabled culling on immediately go down to like 25fps
yeah that's why we are getting rid of all the static geometry making it only render in Remix
yeahhhhhh no
i've done it in 3 games now and all took more time and effort than the FFP conversions 😭
at least to have a good anti cull patch that doesn't destroy performance
the gta 3 patch is probably the best i'll ever manage lol. it's pretty much perfect
This is odd because like I said culling is something the developer specifically coded. The bytes are there, you just need to figure them out. Whereas an FFP conversion is something peculiar to say the least
Perhaps you were looking in the wrong binary
the problem is usually identifying those patterns, and a lot of older games use some cursed methods
barnyard for example is a nightmare. if you disable culling in one part... it will actually hide all geometry close to the player. if you try to patch both parts, it will break all game scripts
xoxor had done a partial patch which fixed most culling (not all), then i later fixed game scripts. it still behaves weirdly
Painkiller has several for different purposes, but the rendering is mostly happening in Engine.dll
Not that much going on in the .exe itself
halo has a multi layer culling system which needed like 8 different patches to get everything stable lol
patching out the culling can be such a pita

Yeah Painkiller is the same. We have Frustum, Portals, Antiportals
You can delete the portals/antiportals in Maya/3DSMax/Blender
What?

Frustum is binary patched
Be nice to orphans
This should be similar to most games tbh
Frustum is not enough, a lot of stuff you don't actually see is still being rendered
For that you need Portals (to only render stuff that you can see through the door/window for example) and Antiportals
I still want to know if there's a rt/pt friendly culling solution out there
Let's say there's a giant column in the middle of the room. You don't want to render anything behind it. That's why you put Antiportal inside it
there are smarter techniques today ofc without the need of putting the actual geometry with the antiportal_ flag on the level
AABB
Hmmmm
-# AABBAA
Dancing queen
Basically 6 frustum planes around you
The hit song
that's kinda creepy
we use it
Have been for a while at least. it's probably not that relevant anymore considering that we are switching to the Remix only static geo
Funny how Polish is, for once in his life being so serious and everyone else is just saying shit

idtech uses a similar system. drove me insane trying to patch it
2 months later and it still doesn't work btw
too complex
much pain
when i'm up for too long this happens

-# sorry
What idtech is this? Chances are they are still using similar techniques from idtech4
I would ask AI to look over idtech4 code
how well does switching over to remix for static geo work?
I really want to try it for Halo CE but I'm kinda overwhelmed with how much work it would be lol
wolfenstein 2009. and it is idtech 4. however they heavily modified the culling system. no amount of references from other open source idtech games helped
if i may, what's the benefit of doing this anyway?
performance
Painkiller suffers from heavy CPU bottlenecks so in our case the performance is quadrupled in some cases
damn
RTX Remix should just do that on its own imo
Export the level into Blender/Maya and make it a one giant replacement mesh
Remix has no trouble rendering very complex geometry
And disable the rendering in the engine
hrm
i'm wondering if this would allow FNV to run well with culling fully disabled
a custom culling solution won't work for that game really
yeah I genuinely think it's the only way to get new vegas's performance in check lol
well. i'm gonna see if i can automate it at least partially on remix's side. it'd help a lot of games
if you do static geo on the remix side I wonder if you could combine that with culling on the remix side...
It is possible. I've tried up to 50 mil triangles and it runs mostly well.
You have to be careful with differentiating the static geo and everything else. We have the means of doing that
Might not be that trivial for other games
yeah that was my immediate concern
Maybe one day I'll re NFS underground 2 and make a map importer
Ooh the vram usage though
Yes, this should be used
Remix has virtually no limits on geometry complexity
Man
Fine with small linear levels but the whole open world is way too large.
That too...
We haven't had any culling solution at all for quite some time and it was working mostly fine.
We were rendering the whole level every frame
It was kinda bad but it never dropped below 30FPS CPU
Okay I'm going to go to bed while I'm ahead of myself and not patch anything else.
Don't want to fall into another rabbithole
Just goon and sleep. Ez day.

I still think that UE3 compatibility could be worked on further
I tried getting Outlast to be more compatible but I think the tracer doesn't output something the AI can work with because nothing ever changed no matter how much I tried
It's like tracing on the wrong path or something
Honestly I'm not really sure how that would work. Remix cannot access the engine to disable the rendering from the inside
That part you cannot automate
You could probably make it assemble the replacement mesh somehow, but then how would it discern what is static
It was more of a joke like "why doesn't it just automatically do it"
it's not gonna be completely automated. there's no way to do that. but i could try to make it easier
how much performance would you be giving up if you just did the bsp for older games on the remix side?
UE3 source code is out there, I don't know if anyone made use of it to make it work
some UE3 games have changes specific to them though, if you've looked at UE-Explorer there are a lot of ifdefs just because there's always something different for some games
-# the ue3 source code is how compatibility was added to that fork in the first place
Yeah, just need to find a way to get that loop of "issue in game" to AI fixing it going somehow
I hate how when working on old games the software renderer is somehow involved in the HW path
Like fuck off
just replace it
reverse engineer and find the software render
ai can read hex too
good luck filtering out dynamic meshes
imo this is best left to manual implementation
perf in p2 rtx's glados introduction 2x'ed when replacing all static level geo with a remix replacement, but source allowed me to turn off all dynamic entities in the first place to make that proper capture
Thoughts on Gemini 3.5 anyone? Flash model is out, Pro model is next month. We thinking yea or nay on if it can at least match GPT 5.5's level?
i'm just going to try to add some stuff to make it easier, that's all. it's not going to be completely automated or anything
looks so much better
Roblox?
yeah
Which version is this?
2019
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ughhh
Looks like peak to me
ok so now they say there isnt any per object transforms and that its just something else jdfsnjkfdskjnds
fun

idk why everything is so bright
even the debug view is so bright
it might be some ui effect?
like bloom
BUT
buuut
no more of the stupid jittering crap
just geometry flashes and the objects being flat
thanks claud
ughhhh
mmm exact numbers?
only the roads and buildings are being ran via ff
the terrain (which is the only thing staying still) is still shaders for whatever reason
given the way terrain works in roblox, i'd be surprised if that converted to FFP properly
it might have to stay as shaders
were gonna js accept that honestly
if it works
dont fix it
still dunno what were gonna do about textures
or why they look like that
prolly something to do with how roblox blends textures
also the random bright stuff
This is so bad
your car is flat
The bigger issue is that every triangle is a draw
most likely. texture blending is one of the biggest pain points in remix right now
do yk anything abt why stuff might randomly be bright? is our hunch correct and roblox bloom bleeding thru
can you enable debug view and see if anything is emissive
nothing is emissive
hm
😔

STOP CRYING


yay! njfdsjknsfdkjkjn
we keep making it worseee
dont skull emoji us
@rose oasis we lied everything IS emissive
yeah that sounds right
it's probably the alpha channel of the textures bugging out and being marked as emissive or something
we got it back to this state at least
well,it no longer rotates, but now moves on the x and y axis
Just tell the AI to batch draw all faces that use the same texture into a single draw call. Old games used low poly meshes, so they shouldn’t hit the 65,535 vertex / index limit anyway.
No, that was me being stupid
I was looking at primitive index instead of mesh hash
Because I'm stupid, if you haven't realized that yet.
ughhhhhhh
Somehow managed to run out.
Implemented a feature I always wanted which is a slider to change default roughness. Useful for when you want to just get the sheen off of legacy materials without having to redo them all or give them manual attention
There was always roughness bias but that would change the properties of custom materials as well
Uhhh
Excuse me, but have you tried the "legacy material parameters"?
Nah, never saw that
Guess I didn't need to do this then. Whatever it was just one prompt 
Pretty frustrating when you cant progress a project because the peformance with Remix enabled is 3fps. Vibe coding has its benefits, also has its pitfalls lol
Is that post disabling culling or just in general?
I can load in a world's geometry, millions of verts. Though as soon as I start loading in entities with deformations and animations, FPS goes 30 to 3.
Not a culling issue
Claude and GPT both hit this deadlock of sorts. They've both made their own proxies months apart from each other. Both die performance wise right as soon as I start deformations of any type. Whether its deformations for block geometry, water, or for entities.
Yeah, reproducible stuff like that is a tough nut to crack
Like how a completely newly written DX9 renderer for Trespasser ended up with the same texture issues the main game running through a compatibility proxy had
Though I was able to get it to at least kinda have the right textures now
Does that come with better eye adaptation
I still feel we could have a more solid "one size fits all" version of that
I'm working in that
The default RTX Remix image is not as good as it could be
Goat 
all the tonemapping has been redone too
That's cool
But I think my main issue is with eye adaptation. At least in the games I tried I can't seem to just extend it into one direction, as in "make dark areas slightly brighter". It always shifts the whole spectrum so now bright scenes are overexposed
Speaking of textures. Anybody ever run into an issue of multiple planes overlapping one another, each with transparency. Hence causing one plane to take priority over the others, with the remainder pixels just being transparent/see-through world?
could maybe handle the highlights and shadows differently but my concern with that control with that
Interestingly CR's HDR implementation sometimes managed to fix the issues I had, even with HDR output disabled
But for some reason when trying it with Dark Souls it just produces a black image 
interesting
maybe the auto exposure isn't running on a rgba16_float buffer?
not sure how his hdr implementation would impact it otherwise
it probably has to do with the upgrades he was doing with that
feel like it would be a hud thing
could be, but there is a reason why i scrapped all of that stuff 
Yeah I haven't attempted to do hdr myself because of how they handle stuff like the hud lol
because they just pass that through iirc
yeah i had tried a few ways to isolate rasterized geometry as that's usually the hud, but it would always break something in the process
if i had to do it again, I'd probably do it via some kind of composite layer
but meh I'd rather we get non-vibecoded HDR

Dark Souls HUD is a nightmare so that's probably why there are issues
Every single thing on there is drawn individiually and across multiple full screen render targets
if i had a dollar for every japanese pc port being absolutely cursed, I'd be a millionaire
pls
pls is this correct

this is what was happening in empire at war. i had to modify the game's shaders to fix it. the game was generating an alpha layer that was used to blend the textures in the vanilla game, but remix read it as transparency which caused issues
everything we do either has no change to the current issue or breaks raytracing this is so eckk
whever its "mathematically" anything just start a new chat, when it starts saying that its over
oh...
Ive probably had 50 different "mathematically correct" fixes for SAASRT's camera and they were all complete gibberish nonsense and never worked
You mean basically do alpha cutout instead of transparency?
try to remove the alpha layer in the original game
The first slice is in.
Enabled the required KHR feature chain for RT in Minecraft
tomorrow gonna make terrain chunks produce BLAS objects and a TLAS that a raygen shader can actually trace.
and maybe then we will be in the "remixers say this is peak" territory

Why do I bother?
MY FUCKING GOOOOOD
I HAD BEEN CHASING THIS STUPID FUCKING BUG FOR A BETTER PART OF 12 HOURS
AND THE ISSUE WAS THAT I ACCEDENTALLY TAGGED THE WRONG TEXTURE AS UI
😖
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

🥺
If only you were a good reverse engineer
ouch
even if im not that was uncalled for
cool were back to c0-3 is wvp again
this ai is gettting on our nerves
we started a ne chat and its going in circles again
🫂
this is usually a sign that the LLM model just isn't good enough to fix the issue. gotta wait for a new claude or gpt 5.6 or w/e to fix it
either that or you have to fix it yourself. easier said than done ofc
bleh
Which game?
roblox 2019
I think the AI should be okay with figuring out WVP
it thinks c0-3 is wvp, then c0-3 isnt wvp, then it is then it isnt then it is then it isnt
while nothing changes and the world looks like this
it might be easier just to skip ff and make roblox just remix friendly shaders entirely
yeah
that's what i'd lean toward tbh
or use the API
newer games with more complex shaders are pretty incompatible with FFP conversion
what happens if you load up one of the older roblox maps, like from 2008?
Chat, should I attempt Rogue trooper again?
everything moves around
lmkklmsdf yeah screw this
🫂
ya
is remixapi even plausable on 32 bit applications
Alright then. As soon as I get nfs stable, I'll work with rogue, then come back to nfs for api patches
hopefully remix plus should be stable by then
the only thing that should change now vs release is the auto exposure
i don't have time to work on anything else for it
I was waiting for clouds stuff
yeah you can just use the latest actions build
did you manage to get the crowds back?
Or is it the old nfs2se compatibility
he did but they're not animated
🐛
Nfs ug1 might have the same problem, I wonder if it could be modified to do hw skinning
This has been a 🥫 🪱
Never attempting a NFS ever again
One's enough
You should try nfs carbon
Yeah bro I'll download from xoxor4d's got and start build.bat
the car shadows driving looks really funny tbh
It's all been fixed
You should do it again
They fixed now bro
very impressive that you got it that far. wow
what are the issues in the normal view?
yeah was about to ask, would think meshes look fine if they're good in the albedo debug view
for some reason i thought you were talking about the Just Cause engine
It's as source as cod engine
i wouldn't even call the TF branch of source anywhere related to valve's
(not much)
Tonemapper, I messed around with the hillaire sky so that is causing the orange, alphas arent working for clouds but they are for trees
casually drops a decent looking screenshot

other than the fallback light being strong
They took source and they reused some of it but luckily for me they completely stripped about absolutely everything with the rendering 🙂
just need to adjust the fallback light and the auto exposure
Were js under the understanding atp that rendering developers past 2009 are all stoopid /jilly
Its taken me over a month and hours each day
please tell me if the flickering light script made by John Carmack still exists in the game or rather the engine 
https://80.lv/articles/valve-reused-the-code-for-flickering-lights-in-alyx-22-years-later
Anyway Ive been putting off uni work so ttyl 😔
lmao
I believe there might be some source code online
Yup I downloaded it and checked it out but apparently its completely useless 😮💨
???? What did they do to antigravity? What the fuck is this? I can't view or edit files in it anymore?? Why?? did Gemini 1 vibecode this??
The desktop shortcut or directly running Antigravity.exe doesn't even work in this updated version, they literally do nothing how is that even possible
Did they ask grok to code this?
they're copying cursor who did the same shit
Looks like codex imo
Its fucking shameful, whoever did this should be ashamed of themselves like how the plumber of the house im staying at probably is after he "plumbed" this god forsaken house like an orangutang on cocaine
If google is going to stop me from easily viewing or editing the code on my computer then I should have as little faith in their claude clones as they have in me, what a complete screw up the person is who came up with it
Just ask Gemini to vibecode a custom theme, so easy /s
Stop complaining and RAYTRACE Antigravity!!
"Gemini create a Python to DX9 wrapper for Antigravity"
implemented headlights in Wipeout when going in tunnels rather than just making the tunnels brighter cause it's cooler
Also enabled for other drivers. Will put in an option to disable and a manual headlight toggle too
Need to replace that ugly ahh MS Paint spray can looking explosion particle effect
these games are always so weirdly cool looking with remix despite being so low poly
how's the path tracing perf with such a low poly game?
whar
how fast does a low poly game run with remix
yay seperation of bricks mdfsjkndsfjkjknfdskjndskfjjnsdfkjns
ahahahahahahaha
this fixes so many things, like the noob being the wrong colors too
ehehehhehheheehe
idc how poorly this was done if it is this is what works
vurrently theres still one texture thats still combined tho
working that out
Whoa dope
This is great tho, because now I can have custom water, custom "grass" etc without everything being transparent or everything being weird
Dunno what to do abt the connected big texture yet, probably just the same thing, but we have 2 days to think on it
I think Wipeout might be nearing completion from my side and now comes the scary part of putting it on Github. Do I do the fork of the original repo and then upload my files into that?
Hey @rose oasis I'm getting this very weird bug where all the alpha blended objects jitter violently when they or the camera moves
Any ideas?
Like any particles or transparent neons under the car etc
Same hashes
Everything is stable

i noticed that in FNV, particles always face the camera. this has caused flickering issues like what you have there. but it wouldn't explain the neons issue
particles are always supposed to face the camera, kim
For me, it's everything alpha blended





