#Vibe Reverse Engineering Toolset

15844 messages ยท Page 16 of 16 (latest)

rose oasis
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none are good enough for modding games

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if that's what you're after

distant tendon
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I see

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just mostly fixing stuff in the custom remix

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I usually use claude and gemini, I geniunely don't know how flash sometimes solves issues that claude doesnt manage to see

golden raven
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Okay

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It's a new day

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Yesterday was thoroughly painful

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Let's see if shit works

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lemme get my cough syrup first

distant tendon
solemn epoch
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The best one that you can actually run at home is Qwen3.6 27B

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From what I've heard it is actually somewhat capable

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But requires a lot of manual context management and shit that is usually handled by your average closed source model

vagrant kernel
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Thanks for the reply! Shame, I was hoping some sort of probe to sample lighting information on the character would be possible. For the manual path I already had an idea about volumes that "eat" the lighting, already set that up in a few spots. I guess I'll just try to use AI to help set those up throughout the game.

vagrant kernel
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I'm on my adding stuff to Manhunt bullshit again even though I told myself yesterday was a good stopping point for an update maw

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@crystal kiln Sorry for pestering you again, feel free to reply later or when you want to but you're the particle man so I thought you'd be the most qualified to answer. isforme
I have a hard time wrapping my head around the use of RTX Remix particles or the best practices on integrating them into games.
Let's say a game a has a old looking blood effect I wanna replace. It generates a bunch of puffs and blood particles, each as their own draw, with a certain logic of how it behaves.
What would be the best thing to do in this scenario? Replace the individual effects with single emitters instead and then set up the RTX Remix particles around those? This would require some modification of how the game generates the particles in the first place, right?

crystal kiln
# vagrant kernel <@544327892599963668> Sorry for pestering you again, feel free to reply later or...

Hey, no worries. Feel free to ping me whenever you need, even for simple stuff. Happy to help ๐Ÿ™‚
So Remix particles were designed to be used like any other replacement asset. You can target materials and mesh hashes. When remix particles are attached to materials, all meshes that use that mat_hash will start to emit particles from the mesh surface according to the settings you chose. When attached to meshes, then only that mesh will emit particles.
Since we're talking about dynamic meshes without stable mesh hashes, you'll prolly want to promote the blood particles mat_hash to be a particle emitter.

The thing is, you'll need to author remastered textures with airborne blood splashes/dropplets, probably as a sprite sheet, then configure the mat_hash with the sheet rows, columns and fps.
Then the remix particle system allow you to set the sprite sheet mode to either be animated, or for each particle to pick a random sprite from the sprite sheet. Whatever suits best your visuals.

What are you most unsure about this process?

vagrant kernel
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Like in the case of Manhunt here, it's three puffs and a also a couple of spray meshes that make up the effect

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All using palletized textures too so targeting textures is also an issue on that front

crystal kiln
vagrant kernel
golden raven
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idk why clopus 4.8 is SO STUBBURN

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Like please

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Just listen to me bro

bright roost
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Yeah well, the prompt aint precise

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if the propmt aint precose, the awnser isnt too

crystal kiln
# vagrant kernel Yeah, they are reused for different purposes. I've come across this a bunch for ...

Depends on what you want to remaster. If it is just the blood particle, you'll need to explore a way to decouple the particles from using the shared textures for a dedicated one and replace it. If you want to enhance all particles in the game you'll want to enhance the generic cloud puffs and what not.
It really depends on how the game uses and how the textures are arranged.
I never played Manhunt so I can't give too much advice without looking closer in the textures and draw calls, unfortunately, but shouldn't be too far from this

vagrant kernel
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Thought one of my changes broke something but then I thought "wait let me google that real quick" turns out it was just a game issue maw

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The Wire or the Machete can be spawned in this scene via trainers. However, using them to execute hunters will crash the game. This happens because the severed head is missing from the scene files.

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Tried testing the Machete in the level with the quickest time to gameplay, turns out you can't do that because it causes a crash

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Also looking at blood sprites and executions is a weird feel let me tell you

crystal kiln
quaint kelp
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why does ai keep wanting my project to load dlls from system32 when i tell it game dir only

solemn epoch
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So you're still using legitimate system DLLs

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If the game uses hardcoded absolute paths to the real thing then you need to patch it somehow

quaint kelp
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yea i can see that but its like it sees the proxy i made and then it just skips it all together

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falling back to system 32

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my proxy loaded a direct x 9 dll with the proxy at first. then it did something somehow and now it does not see the proxy or the 9 dll at all

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i even tried messing with the initializer but nope

pine coral
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misaligned and trying to hijack your OS. bet.

quaint kelp
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jokes aside im serious

rare needle
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Okay, Claude lowkey sucks

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It assumes cornerstone info that it has direct access to, instead of just... Checking

rose oasis
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I've been using 4.7 more

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i spawn 4.7 sub agents to check its work

pine coral
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I like 4.8 but it's a bit crazy. and paranoid imo Which paid off though because it caught 7 out of 8 subagents it spun up hallucinating and assuming stuff in their own right. even before it spun the first one up I seen in it's thoughts that it was mistrusting of the subagent from the get go. after the first one it gave the subagents explicit instructions that they all choose to ignore except the last one.

vagrant kernel
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Got me one of these after a long time

rare needle
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Holy

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Bloody

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Meme

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So

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When Codex is out of limit - it finishes task and you wait for restock

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When Claude is out of limit - it fucking STOPS

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So it just borked me shader and render script, and instead of finishing work with them it just said "phew, I'm done, see you tomorrow"

dull swallow
rare needle
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Stellar

crimson yacht
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47 is no longer the star trek number
am I old ? ๐Ÿ‘ด ๐Ÿ‘ด ๐Ÿชฆ ๐Ÿชฆ ๐Ÿชฆ ๐Ÿชฆ

dull swallow
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Yes

vagrant kernel
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What the hell is bro reviewing

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Headlights for all

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I'm doing all this work for Carma when there is still the issue of the game gobbling up VRAM unless I boot it with RT off and manually toggle it on maw

distant tendon
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nice

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Anyone knows how rtx remix detects a viewmodel?

distant tendon
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I managed to get it working I guess but I geniunely don't know which version/render I should be using, there's two right now that I can get to if I remove certain onscreen textures

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They both have working RTX remix features, just that one is buggy and the other one isnt, the second looks alot more realistic and the first isn't all that

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oh right, here's the original version for comparison

dull swallow
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the second one looks like actual remix

distant tendon
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although with more bugs than i could ever imagine

dull swallow
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yeah

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its a fairly modern dx9c game

distant tendon
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would make sense too yea cause

dull swallow
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it may not fully work ever period but its not not worth tryinhg

distant tendon
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that

distant tendon
dull swallow
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yeah

rose oasis
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my subscription has vanish

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poof

golden raven
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Sparkles disappears in a poof of pink sparkles. Fitting, I suppose.

distant tendon
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Anyone know if the newer dxvk remix releases/commits handle spatialmap:insert duplication cases?

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I've been tracking an issue where certain models of the same kind would try to connect themselves to eachother when I'm in the raytraced view, and when I checked the dxvk log I found
"[11:34:59.967] warn: Specified hash was already present in SpatialMap::insert(). May indicate a duplicated overlapping object."

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or is it probably on my end to fix?

vagrant kernel
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Carmageddon low key be looking atmospheric like this

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I fixed the VRAM eating issue by just putting a delay on the FFP conversion at the start of races clueless

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If it works it works

distant tendon
vagrant kernel
distant tendon
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it gobbled up like 8GB of vram in 10 seconds ish

vagrant kernel
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Z threshold set to 0 just disables path tracing

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That's probably what you did

distant tendon
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probably yeah

sharp seal
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What game are you working on?

distant tendon
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me or gabdeg?

sharp seal
distant tendon
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I'm working on payday 2

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its a shader model 3 d3d9, I was told it was unlikely but like I figured its worth a shot

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so far its promising but like I'm a bit stuck on the models of the same type merging

sharp seal
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Hmm, it's on diesel engine 2

distant tendon
sharp seal
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The problem might be inherent to the engine given what I've just read about it

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Was initially built for a driving game by GRIN

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But that shouldn't really be an issue

distant tendon
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even claude gave up ๐Ÿ’€
"At this point I want to be honest with you โ€” we've exhausted most approaches:

Matrix injection โœ—
Reg0/reg6 world transforms โœ—
Vertex buffer position extraction โœ—
rtx.conf hash rules โœ—
uniqueObjectDistance โœ—
fusedWorldViewMode changes โœ—
Register 255 picking value โœ—"

golden raven
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bro pulled out the fancy โœ—

distant tendon
distant tendon
dull swallow
distant tendon
dull swallow
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Whar

sharp seal
distant tendon
distant tendon
dull swallow
distant tendon
sharp seal
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Celer looks decent but it's doing the opposite for remix purposes

distant tendon
dull swallow
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You really should get an ida tools and ask it to make a tracer for the games api

sharp seal
dull swallow
vagrant kernel
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Payday 2 is too new. It needs serious work

sharp seal
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Yeah

golden raven
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I like this look

golden raven
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@sharp seal funny texture

sharp seal
golden raven
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mmmm. Good graphics

sharp seal
golden raven
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I know about a total of 0 nfs related tools

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Everything is new to me

sharp seal
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Yeah hold on lemme mess with this tool. Seems to offer some game tinkering aspects other than textures

sharp seal
distant tendon
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the build dxvk is very annoying

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its so buggy

distant tendon
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Oh yeah Claude released memory

golden raven
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Yuck

vagrant kernel
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Claude, please never use memory

bright roost
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Carbon, MostWanted, ProStreet and Undercover than swapped to vlt data.

sharp seal
bright roost
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Its version 2.8.3

dull swallow
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@rose oasis can i get a verification on this

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we dunno if its a thing to do

dull swallow
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first working dx12 game??? /jilly

woven zealot
dull swallow
woven zealot
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Ooooh very nice

crimson yacht
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its 11 pm on sunday now I know youre lying to me

iron loom
iron loom
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i always thought all brits lived in britian

crimson yacht
crimson yacht
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I bet its not (again) (again)

vagrant kernel
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Fuck, I'm thinking of getting out of the AI game for a while and a Armored Core 4 recomp is announced

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You know this would go hard with path trace

candid mirage
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My GPT sub ends on June 5th, Im also contemplating getting out, already like $400 in over 3 months. I dont really care about the cost, Ill only ever have 1 sub going forward, but still. Shit dont produce results by the 5th, then Im all aboard the AI hate train

crimson yacht
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bro.....

vagrant kernel
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lol

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RTX Remix Ultimate Edition just dropped

crimson yacht
crimson yacht
vagrant kernel
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Seems like the Armored Core recomp is based on Xenia so probably not an easy job to create a new fixed function renderer

vital dew
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Xenia as in the sonic recomp thingy?

rose oasis
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there is a recompilation tool that uses the Xenia JIT. this is good in terms of compatibility and how easy it is to use, but it also comes with the drawbacks of Xenia

dull swallow
dull swallow
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i guess it captured the skybox mesh?

rose oasis
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o.o neat

dull swallow
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no normal geometry, and my screen now resets after a bit of time

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we dunno why

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hmmmmmmmmmmm

quaint kelp
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That's cool

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How did you grab the cam

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Since it's dx12 translation of geo and textures shaders and all of that is rough

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Games can run in dx11 too with the arg line

quaint kelp
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Could be rendering the wrong cam too

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I had these issues making a remix dx11 project that I have in discord

brave oracle
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wont the excessive yapping take more tokens?

dull swallow
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โœ…

quaint kelp
golden raven
golden raven
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@crystal kiln I need YOUR help. For you know. The project that you joined and are morally not allowed to leave until you see it through.
What is the best way to create dynamic lights via the api? Currently, they're pretty unstable.

crystal kiln
golden raven
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I've never worked with api lights before.

crystal kiln
# golden raven Do you have any referance code for this?

Not exactly, as this will be something in your mod code to change, not specific to the remix API usage.
The hash is something you feed yourself in the LightInfo struct when calling remixapi_CreateLight, and the lights position/shape are derived from your code in the mod
https://github.com/NVIDIAGameWorks/dxvk-remix/blob/main/public/include/remix/remix.h#L995
I assume you're already using the API, no? Should have already setup the LightInfo + pNext for cylinder lights by then

golden raven
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I also summon @violet flume . Trying to work with API lights here. It's been a real headache.

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@crystal kiln

violet flume
quaint kelp
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No way for looping code? Jumping to the start after creation?

violet flume
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try with og remix until you get them working correctly. As for the jitter, might happen because remix sometimes uses your position data of the last frame and sometimes the one from the current frame or something along these lines? When are you creating and sending the data to remix? Begin / end of a frame?

golden raven
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Man, I hate api lights

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awful. Truly.

violet flume
quaint kelp
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When you create the light after you destroy the one frame then create a frame after creation. Then have it loop back to creation therefore creating a loop

golden raven
violet flume
golden raven
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mmmmmmmm

quaint kelp
golden raven
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I have a feeling that the light position view is fucking lying

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The hashes are unstable but fine.

violet flume
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unstable hashes work just fine

golden raven
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But the light position gizmos aren't really showing the truue positions

violet flume
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they are in fact unstable

golden raven
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Bad for denoising

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Shit don't accumulate

violet flume
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do you want fast moving lights to accumulate?

quaint kelp
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Make it a single light?

violet flume
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would leave somewhat of a trail behind you and you move so fast that there is nothing to accumulate anyway

quaint kelp
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Can it be faked framed?

golden raven
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I suppose you're right but remix could technically track the light motion to kill old rays and create new ones ahead of time

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idk I'm talking out my ass rn

violet flume
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I'm doing my best to track and re-use existing lights to keep the hash stable but I have no way (not enough unique data) to uniquely track dynamic lights

quaint kelp
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Can you look via hex?

violet flume
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headlights get quite noisy when you are moving fast, increasing rtxdi sample count is the only thing that helps

crystal kiln
violet flume
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having an option to prioritize lights would nice

quaint kelp
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To the ui

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K

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When I try to help w/e

crystal kiln
# violet flume having an option to prioritize lights would nice

In theory restir reservoirs should do that by finding best nearby lights to sample according to what neighbor pixels found with random sampling. Not sure if biasing sampling towards a few lights will truly yield better results unless you crank up sampling count like you did

violet flume
crystal kiln
violet flume
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Mhh true. I think the default sample count is like 3 so with 60, having bias towards 2-3 lights that are always sampled shouldn't hurt ๐Ÿ˜›

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But I might be completely wrong on that (just talking out of my ass as burrito would say)

crystal kiln
rare needle
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Tbh I really wonder how big of an overhead increasing SPP would bring today. It definitely won't be plain x2, but it won't be slim either

crystal kiln
# rare needle Tbh I really wonder how big of an overhead increasing SPP would bring today. It ...

The key point I guess is that the current SPP already works well for the majority of different scenarios, and increasing it will unnecessarily add overhead to scenarios that are working fine, only to help with extreme scenarios that can be noisy/inefficient for many varying reasons, not just sampling amount but quality too, so the goal now moves from working harder to working smarter -> Identifying the extreme scenarios (and why they're bad) and adaptively perform samples or techniques to clear the artifacts.

rare needle
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Also, that might be silly, but how much of fine control can we have over sampling steps themselves?

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Just as a surface idea, but having multiple NEEs on first hit would help with those specific situations like fast moving headlights, as well as stuf like shadows ect

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Is it not realistically feasible or just will bring less benefit than headache?

rare needle
crystal kiln
# rare needle Sure, but there are still scenarios where more SPP will help much more than any ...

True. If you can afford to bruteforce to overcome an artifact then increasing SPP is necessary, only because we still don't have a better smart approach for that artifact since it is still an unsolved problem (or just not implemented yet). Think caustics for example.
But the goal should be, as much as possible: To keep minimum SPP covering most of scenarios and work with smarter adaptive sampling for the edge cases, otherwise the renderer gets lazy and unoptimized.

vagrant kernel
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Here's how the author of DS2 Lighting Engine describes it:

golden raven
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Holy shit light portals mentioned

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I love light portals

crystal kiln
quaint kelp
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What's a light portal

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Still learning

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And yes I have comprehension problems

rare needle
quaint kelp
crystal kiln
# rare needle Also that universal overhead always made me worder about of possibility of "path...

That is the right thinking, working smarter. This comes with drawbacks ofc, parts of your frame can be undersampled, have temporal artifacts and what not depending on the technique employed, so the great question is: How to identify when to and when to NOT sample.
Think of, idk, checkerboard rendering where half the screen renders at a time, half waits for the next frame, in a checkerboard pattern. Half the pixels will be delayed

rare needle
quaint kelp
rare needle
golden raven
# quaint kelp What's a light portal

Path tracing calculates from camera position to the light position.
If you have bounce lighting entering through a window (indirectly), there will a lot of noise.
So to improve the noise levels in the room, you put a light at the window and tell it that: You won't emit anything but you will guide the rays towards yourself.
This makes sure that the light rays have a direct path to follow from the camera to the window.
That decreases noise.

rare needle
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Or it's more like shadowray being a part of full NEE estimation?

rare needle
quaint kelp
crystal kiln
# vagrant kernel

hmmm interesting. I don't see why it is not achievable by slapping a rect light though Peepo_Think

rare needle
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Some type of local convergence metric?..

rare needle
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Portal just gives integrator a hint that there's a lot of tasty light BEHIND the door

golden raven
# quaint kelp So just the rays and no emitter?

Correct. It will guide the light rays out the window and then they'll hit the skybox or anything else. It's simply a way to tell the ray where to look for the light because remember. In PT, a ray is shot from the camera and it's told to find a light. If it does, the pixel is given a brightness level.

quaint kelp
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But how can it find light besides the sun

vagrant kernel
golden raven
# quaint kelp But how can it find light besides the sun

It looks for an light out the window. It could be the sun, any other light type, bounce light or simply the skybox. The hardest path is for the light is to actually find a point of escape out the room. Once it has, it can easily find a source. The portal simply helps the ray leave the room.

vagrant kernel
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Especially in games like Dark Souls where it's just sky light and no light source indoors

crystal kiln
# rare needle Interesting. Is NEE and shadowray still different things in full PT?

a shadow ray is just a ray that is cast from a point towards a light to see if the light is occluded by another object (shadowed).
NEE afaiu is more about the recursive algorithm where multi-bounce lights are broken down into recursively sampling lights directly in each bounce instead of doing totally random hemisphere sampling expecting to hit a light
https://www.youtube.com/watch?v=FU1dbi827LY&t=8m36s (see at 8m 36s)

quaint kelp
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Does the shadow leave too?

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If light leaves room the shadow would go as well

golden raven
quaint kelp
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So no emitter and the shadows stay unless casted upon by light

golden raven
rare needle
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No "glow" that we get in raster graphics

quaint kelp
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Oh

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Well that's helpful

rare needle
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That's why PT graphics can look much brighter (a lot of bounced lighting) than raster AND a lot darker (no real light reaching the area) in different areas

alpine dove
quaint kelp
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So just rays and no light source

rare needle
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Well, no, there are light sources)

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Just light from those sources makes things lighter only when it can actually reach them

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While in raster you have lights, sure

quaint kelp
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So light bends when reaching?

rare needle
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But you also have, so to say, "everpresent lighting" which illuminates everything, even things in completely covered areas

rare needle
quaint kelp
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What if you are in a box with no source

rare needle
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Yup

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In PT it will be completely black

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In raster it will be "dimly lit" in most cases

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Because raster can't bounce lighting

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And without that dim light shining on everything shadows in raster will be completely black

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Well, sometimes they actually are - Doom 3 for example

quaint kelp
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Can you cast a source from cam

rare needle
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Yup, it will be essentially a flashlight

quaint kelp
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Ah

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Explains why a lot of games have one light source

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And if you multiply it it will get brighter

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How do emissives play

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I'm sure textures would be dark with light

rare needle
# quaint kelp And if you multiply it it will get brighter

Not really. That always present glow is separated from the light sources in the scene, so even if there are many lights, areas in shadows will still have same amount of light. Problem is - even when you have NO lights - those areas (and everything else) will still have same amount of light, instead of getting very dark

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Games solve that by basically manually tweaking that everpresent light based on time of day, player being inside/outside ect

quaint kelp
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Oh ok

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Thanks for letting me learn

crystal kiln
golden raven
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It is done. Yaw, pitch and roll all accounted for.

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Lights stable and follow the car correctly.

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Gonna fuck with trunk and engine neons now. See if I can get them to work.

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Should be easy.

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Technically they aren't visible during normal gamepla but I'm curious

crystal kiln
golden raven
muted sun
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did you ever come up with a good solution for clear coat?

vagrant kernel
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Here is what the author of DS2 Lighting Engine was able to do with them

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(Not RTX Remix)

alpine dove
golden raven
crystal kiln
golden raven
muted sun
muted sun
muted sun
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honestly google will be able to give you a better explanation of it than I can lol

alpine dove
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this is why i asked

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so it renders colour/textures better?

crystal kiln
# alpine dove whats brdf sampling

Don't shoot rays randomly in all directions, pick better directions that will make the lighting converge faster/are more likely to have meaningful information.
It is a whole family of methods to make smarter decisions about which directions to cast rays towards.
Light Sampling for example casts a ray towards lights instead of uniformly random in the expectation of one ray hit the light.

vagrant kernel
alpine dove
crystal kiln
vagrant kernel
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The AI definitely implemented it based on stuff present in source code, although it could've just been gaslighting me.

#

I think it was this

crystal kiln
# alpine dove ah so one of the methods would be importance sampling?
  • Importance Sampling is a general term from statistics/Monte Carlo problem solving for picking values that better match the random problem you have at hand with educated choices rather than naively sampling it randomly.
  • BRDF Sampling is one technique used in importance sampling where it is "more worth it" to sample shiny objects towards directions where it is more likely to reflect vs diffuse objects who receive and scatter lights from/to multiple directions (The surface BRDF function sorta instructs which ray directions contribute with most important stuff). Good for GI/indirect lighting.
  • Light Sampling sample directly towards the scene lights with the so called "Shadow Rays" instead of randomly stumbling on a light source by chance. Good for direct lighting.
  • Multi Importance Sampling is when you combine several of these techniques (i.e: BRDF & Light sampling) to get the best of both worlds, assigning weights to them so they merge/blend their contributions and what not.
alpine dove
vagrant kernel
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Is this gonna make limits better for us or worse

crimson yacht
vagrant kernel
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They are probably going to make it more expensive/shittier to please shareholders

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Maybe I shouldn't take an AI break and get one last month of usable AI before it becomes completely unaffordable

bright ermine
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i pray local llms catch up to a semi-usable state

rose oasis
dull swallow
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Meowning (meowvening) everyone

rose oasis
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morninn

dull swallow
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Sparklesss

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Haiiiii

dull swallow
rose oasis
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great work blobcathug

vagrant kernel
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Turns out my Copilot usage is actually still going till June 13th, so AI break isn't happening yet. Lets see how many credits I'm spending on a single prompt

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Also no idea why the video is like 5 frames in total

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Hmm, one prompt, 1% used. Not great but also not terrible

quaint kelp
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with oblivion

dull swallow
dull swallow
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closer ish

bright ermine
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ty gpt 5.4

iron loom
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ok

vagrant kernel
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Seems like Copilot Pro+ is now roughly 1 prompt = 1% of your monthly usage (Sonnet or GPT 5.4)

distant tendon
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has anyone tried the fake camera injection github repo?

rose oasis
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if so it has a mode to force the fake camera

distant tendon
distant tendon
distant tendon
solemn epoch
rose oasis
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if it does use it successfully, you can press F4 to open the menu in game, and turn on that hack

distant tendon
# solemn epoch You can use it for funsies to see how far you can get with the fake math. Other ...

I was originally gonna use it but like this gave me some sort of hope, weird enough Remix doesnt seem to be even bother to update its location in the UI

[PS] Camera 1: Reg 0 (view at 4)
  Proj: 1.4000 0.0000 0.0000 0.0000 | -0.7722 0.6352 -0.0122 -1121.5621 | 0.0000 0.0192 0.9998 140.8086 | 2.0000 1.0000 1.0000 0.0000
  View: 19200.0000 19200.0000 2400.0000 0.0000 | 0.1700 0.0000 0.0000 0.0000 | 0.6800 0.0000 0.0000 0.0000 | 0.2833 0.2833 0.3500 0.0000
distant tendon
solemn epoch
distant tendon
#

I'll give it a shot soon then, thanks alot

distant tendon
solemn epoch
#

even in games that do provide fixed function fallback, this rendering path is always much less performant

distant tendon
#

(ignore the camera, i was modifying its positions)

#

my best guess was that it was cause the camera I had wasnt properly updating its positions etc

rose oasis
#

for example, in FNV the water is missing. so it needs a custom patch. the LODs needed custom handling too. the terrain also did

solemn epoch
#

Yeah. Also note that even the official Fixed Function implementations can be wacky and lack some important things. In Painkiller for example one of the "signature move" effects is missing because it required dudv texture addressing not available in DX7

#

It was February 2004 when they told the dev to come up with a fixed function rendering and it was a rush

#

A long time ago

#

so it won't be easysteamhappy

rose oasis
#

in barnyard they forgot to implement the terrain in the FFP mode

#

the ground was just missing

muted sun
#

halo HUH

rose oasis
#

halo is easily the most cursed i've seen for it

solemn epoch
#

Devs absolutely hated it

muted sun
#

I still don't understand how the shaders work in the fixed function mode for halo lmao
like several tools pickup shaders but the game worked on fixed function hardware

solemn epoch
#

You had to go out of your way to make this work, because in 2003-2004 you would have to maintain 2 completely different renderers

solemn epoch
#

In Painkiller to force the fixed function path you create a shortcut with the "+hwclass tnl" launch parameter. Not a lot of people even know this

muted sun
#

yeah I'm talking about the game's specific fixed function path
normally the game uses shaders

solemn epoch
#

Could the tools be picking up some junk from overlays or something?

muted sun
#

nope
was able to toggle the skinned meshes via shaders using the renodx devkit lol

#

so there are definitely shaders in there

solemn epoch
#

Well hardware skinning wouldn't run on a GeForce 1/2 either way so

#

I guess it is exposing some stuff for newer hardware

muted sun
#

I'm having vibe take a look at it

crimson yacht
muted sun
#

lol

#

okay so vibe is saying that they are in fact software rendered vertex shaders

#

On a GeForce2 (hardware T&L, no vs_1_1), Halo creates the device with MIXED_VERTEXPROCESSING. Before each skinned draw call, it calls SetSoftwareVertexProcessing(TRUE). The D3D9 runtime then executes the vs_1_1 shader bytecode on the CPU โ€” Microsoft's own software vertex shader emulator, built into d3d9.dll since DX8. The same CreateVertexShader handle, the same SetVertexShader call, the same bytecode โ€” all identical to the GPU path. The runtime just routes execution to CPU instead of the GPU shader units.

Debugging and tracing tools intercept the D3D9 API layer, so they see SetVertexShader being called regardless of whether the underlying execution happens on GPU or CPU. There's no distinction at the API level โ€” it's invisible to tools like RenderDoc, PIX, or your own tracing hooks.

distant tendon
#

this model is a proxy or something along the lines of that, as in 1 model that houses 3 other fake ones?

#

cause like I noticed when I switch it into the tag terrain, only one model stays left, the other 3 models disappear

#

I also noticed that they're mostly props (the ones that get connected)

distant tendon
#

if I set one to lets say texture Ignore/hide, they all disappear

solemn epoch
#

For some reason I was thinking that the tools would only pickup shaders executing on GPU, even though there's no difference at the API level

muted sun
#

also makes sense since the game was primarily developed for shaders
so software emulation might've just made the most sense with the constraints they were under

naive kindle
distant tendon
distant tendon
distant tendon
naive kindle
# distant tendon Yeah your right, I think I know why though, but do you think yours could work? (...

For me it happened with unstable meshes: one moment it would look ok, then move the camera a bit and geometry would leak into the great beyond. Then itโ€™d go back to normal, and repeat. It was the BLAS caching.

You mean you have to modify dxvk-remix too to make your game work?
(Iโ€™m a bit anal about these things, so grain of salt.. but try not to modify remix with AI unless you have a grasp of how3D rendering works.. fix your game in the proxy)

vagrant kernel
#

GPT 5.5 put the shadow terminator fix into my Manhunt runtime in one go. Pretty good. Just gotta check if it's as good as vanilla

#

You get 7000 credits for $40 cleaning

#

Does GPT 5.5 usage with Codex "cost" more than 5.4?

golden raven
#

Use 5.4

solemn epoch
#

I find 5.5 to be an excellent model

#

A fine build up upon already great 5.4

vagrant kernel
#

5.4 was good but 5.5 is great

#

It did most things in one shot, even complex stuff. It's just too expensive on Github Copilot

solemn epoch
vagrant kernel
solemn epoch
#

They're saying that 5.5 is actually more efficient and I'm kinda inclined to believe that

#

Doing some UE3 stuff that was never done before together with a very experienced programmer and the guy is blown away by it

vagrant kernel
#

Can you just go ham on it for a while or what do the limits look like

#

Im not a 24 hour user but I'd like to be able to do 1-2 hours of work when I want to and not be too limited

solemn epoch
#

A couple of hours of sweeping through the UE3 source and implementing stuff takes like 5% of weekly usage

#

They provide quite a lot of usage really

#

5hr limits always restored before running out

vagrant kernel
solemn epoch
vagrant kernel
#

If I resub I'll go Codex

solemn epoch
#

Go to whatever is good when you resub

#

It's a cyclesteamhappy

#

right now we're scamming OpenAI

#

I just hope that going public won't end the party

#

๐Ÿ™

alpine dove
# solemn epoch

do you think gpt 6 will be when it can do things in one go

solemn epoch
#

It is already extremely skilled at working with source and better than humans at recognizing patterns and noticing things that matter

#

My good friend has built a very versatile and clever architecture for uncooking UE3 maps (something that was never done before. There was only UE Viewer by Gildor and it is merely an asset viewer) and GPT has been extremely helpful at finding things my friend missed in his heuristics

#

Unprompted at times

candid mirage
# vagrant kernel If I resub I'll go Codex

I will be re-subbing to Codex come June 6th, I was leaning against it for my current project. Been stuck in deep research for a solid month fixing random issues. As of tonight 5.5 went on a spree and fixed all outstanding issues. Most stable my proxy has ever been. Made the project viable finally.

#

Was dealing with a shit ton of geometry hash churn from quite literally 5 different sources. Half bad proxy initial implementation and half weird game behavior. A lot to research but it fixed it all one by one

solemn epoch
solemn epoch
#

Epic Games asked Gildor to rename it

alpine dove
solemn epoch
#

Gildor's don't even recognize some arrays

alpine dove
solemn epoch
#

like, for example, UE-Explorer cannot detect arrays which are not already pre-defined (usually game specific arrays)

#

I like comments in UE3 code

#

Epic Games employees becoming self aware that their code is shit

#

I also know that Ron guy bruh

vagrant kernel
#

Why you UE3ing this much is there a Painkiller on UE3

vagrant kernel
#

Knew it

solemn epoch
#

There's also one on UE5

solemn epoch
vagrant kernel
#

Wish I had a single game I cared about that much to focus on. Instead I could probably spend the rest of my life working on random games so I have to pump the brakes a bit

solemn epoch
naive kindle
solemn epoch
#

It's a project that has cultural/historical value to mesteamhappy

solemn epoch
naive kindle
#

I remember how proud I was when the ubi studio in my country got listed in AC Black Flag credits steamhappy

#

(Alot of ubi studios worked on AC BF ๐Ÿ˜œ)

solemn epoch
#

Gildor worked at Ubisoft on The Crew and said it was a good company to work in

#

It was in 2013 though

solemn epoch
naive kindle
# solemn epoch > I don't know what should I feel, happy that ChatGPT nailed it and did it bette...

Iโ€™m actually hopeful, in the 50s brainy techbros were writing assembly code. Then high level compilers came and prolly no one trusted them. Today we are almost certain asm code from a compiler is better than anyone could write.
We would shift the paradigm, ie write specifications, and it will be more accessible, for design oriented individuals, but there will still be employees.. but no longer working in the โ€˜minesโ€™ of sw development

solemn epoch
#

Because I'm not writing code for living

#

We have interesting times ahead of us that's for sure

naive kindle
#

Oh yea for sure ๐Ÿ˜‚

#

It will get worse before it gets better ๐Ÿ˜œ

solemn epoch
#

That's how it always is

#

Poland was in such a doomed state in the 1990s that Belarus and Ukraine were better places to live

#

Poles went to Belarus to buy food

#

Now look where it is now

#

It's not exactly the same, but it reinforces the fact that decisive economy changes are for the better in the long run

vagrant kernel
#

And that's it

#

Only lasted a day pointlaugh

#

Throws you out mid response too

#

MS can't afford to even let the AI finish a prompt

#

Wallets be empty

solemn epoch
#

Fun fact
Codex finishes processing the prompt first before running out of usage, so it's not leaving you with a broken code halfway through the work

rare needle
#

When Opus just said "see you space cowboy" and left me with broken shader - it was anticlimatic

vagrant kernel
#

I mean prior to the usage based billing Copilot also worked that way

#

Just now they pretend to have to be hardlining it

#

You got people at Github crying about how unsustainable it was costwise as if they weren't the ones to put it up at that price. And then they went from it being a steal to you essentially paying directly for HW in a data center somewhere

solemn epoch
vagrant kernel
#

Like going from $40 to thousands if you kept using it like before

solemn epoch
solemn epoch
# solemn epoch

The original NecroVisioN DX9 shader the devs made themselves

#

Looks like crap

rare needle
#

Dam, I haven't played Painkiller for like 20 years...

#

Need to fix that one of these days

solemn epoch
#

I mean we won $40000 brothersteamhappy

rare needle
#

Games, mods, TV series, book series, ect

#

And from what I understand Painkiller is still being tinkered with?

#

So it is VERY MUCH in my logbook

solemn epoch
#

Still it is very complete

rare needle
#

Hmmmm

#

I do need some nice entertainment before Victoria 3 gets fixed...

solemn epoch
#

I won't say that it is Portal with RTX level

rare needle
#

Eh, don't think anything is

solemn epoch
#

But it's somewhere close

#

๐Ÿ˜

rare needle
#

It was too deliberately professional to be considered a yardstick

rare needle
#

Or as long as Remix gets new features, Painkiller will be poked with?

solemn epoch
#

We've built a solid ground for Remix in this game and have some absolutely crazy programmers at our side

#

So I would dare to say that it is one of the best games to test new features on

rare needle
#

Oh, I absolutely don't doubt the quality)

alpine dove
rare needle
#

I am just a sucker for "this is finished" labels, for better or worse

#

But yeah, def gonna try soon if it's fully playable trough

solemn epoch
#

Also we're not rendering static geometry anymore, it's only in Remix now

solemn epoch
#

So that the game only renders dynamic meshes

rare needle
solemn epoch
solemn epoch
#

The problem with Remix is that it has some wild CPU overhead. Eliminating static geometry makes it so much better

solemn epoch
alpine dove
#

@solemn epoch โค๏ธ

solemn epoch
#

Really looking forward to what the future tech will bring

alpine dove
#

where at the best of times fps can reach 80-90 fps on a 5080 1440p

#

so cool

distant tendon
vagrant kernel
#

Only modify the RTX Remix runtime if you really, really have to

#

For compatibility I mean, if you want to add features feel free

distant tendon
#

D/R, he fixed it

bright ermine
#

๐Ÿ™‚

#

Today Microsoft moved all its GitHub copilot subscribers to token-based billing.
If you want to see what happens when people have to pay the actual costs of AI, the day is finally here. It's obvious that every customer sees the deep, meaningful value and isn't angry at all.

Reposts

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muted sun
#

yeah I hit 50% yesterday lesGO

bright ermine
#

time to wrap up anything i have left for BetaRT and just ship it as incomplete ๐Ÿซ 

distant tendon
distant tendon
#

you'd have to improvise though on the instruction for the VRET

#

havent done that yet

bright ermine
#

yea im still paying for it as a backup

#

it wont be long until it follows github copilot

distant tendon
#

probably

#

is windsurf capable of running vret

bright ermine
#

iirc i got it working before

#

its been a few months tho

distant tendon
#

while trying to use it on copilot i got an error about d3dx9 or something

bright ermine
#

prob the d3d9 sdk?

distant tendon
#

LINK : fatal error LNK1181: cannot open input file 'd3dx9.lib'

bright ermine
#

ye

distant tendon
#

yeah im not sure on what to do tbh

#

I installed the 2010 runtime but that didnt work

bright ermine
#

install the directx sdk and make sure its part of ur path

#

runtime isnt enough

distant tendon
#

thanks

candid mirage
#

People got to stop going to these 3rd parties, just buy direct and buy the $100 plan. If you dont have that ability, then prepare for the $20 plan to be a demo

bright ermine
#

they're really not that much cheaper, and this token pricing model is 99% likely to go to the first-parties

#

the bubble is about to pop

#

hopefully more pressure for local llms to become better (obviously this will take maturity on the hardware-side and software)

solemn epoch
#

Nvidia Vera Rubin architecture entered full production. Deployment later this year. It is 2.5x faster in FP4 (AI calculations) than current Blackwell

#

Can't wait to see GPT 5.5 but 2,5x powerful a year from now

bright ermine
alpine dove
solemn epoch
bright ermine
#

ok but who (cares) and who can even take advantage of it other than the 0.01% of the rich?

solemn epoch
#

Ughhh

#

Better hardware also means better local models

bright ermine
#

but no one can afford it is what im pointing out lol

#

the only realistic way for local llms to prosper is getting better performance/content out of hardware the majority of consumers already own

solemn epoch
#

I mean they are getting better at that too. There's a heavy 1-bit models research going on. But the real push forward is always brought by the new generation

alpine dove
bright ermine
candid mirage
alpine dove
bright ermine
#

so even worse value

candid mirage
#

"No no no you are wrong its worse!"

bright ermine
candid mirage
#

๐Ÿ˜ญ

#

Looks cool tho give it that

alpine dove
#

but placed in a laptop

solemn epoch
bright ermine
rare needle
#

It is expensive, sure, but it's not 10x expensive

#

It's not even 2x expensive

solemn epoch
#

Doesn't make much sense

alpine dove
solemn epoch
#

People experience economical challenges for once in their lives and think it is over forever and ever

#

PC hardware has it good I can tell you that

#

That we can't buy materials for the fucking house that's a problem

alpine dove
#

โ€today we have an idea called a pcโ€

#

Full stop

#

what does that mean

bright ermine
rare needle
rare needle
#

But that one is overpriced even today, can realistically find 64gb for something like 700$

#

And RAM is only part of the price

bright ermine
#

any type of ram, VRAM, dram module themselves, you name it, its gotten at least 2x expensive

#

everything tech relies on that

alpine dove
bright ermine
#

i don't think its nessessarily fair to act like that's a temporary problem until we actually see price drops with the decline of frontier AI usage and rising subscription costs of those services

rose oasis
#

my SSDs too

#

the SSDs are 2.5x what they were

#

RAM is like 3.5x

bright ermine
#

yeah i can grab the receipts for any of the SSDs i bought as well

rose oasis
bright ermine
rose oasis
#

๐Ÿ˜† same ssd

bright ermine
#

oh LOL

#

i didnt even notice

rose oasis
#

i got mine in feb 2025

vagrant kernel
#

I should have got that fuckin WD Black 8TB

solemn epoch
#

I see this as a shock therapy of sorts

#

We need to power through this

#

The AI research is bound to slow down and the demand will eventually plateau

#

We're literally almost there with all the agentic progress

bright ermine
#

only the USA government can help them lmao

#

with that pentagon money ๐Ÿค‘

#

or palantir or whatever

solemn epoch
#

It'll become the norm, the new economy

bright ermine
#

i dont care about turning back, i care about my shit being affordable

#

and local llms thriving so i can stop giving altman my money

solemn epoch
vagrant kernel
#

Still hoping for China to drop a model that beats they ass

solemn epoch
#

We're in the transitional period

crimson yacht
vagrant kernel
#

Running on Chinese GPUs ๐Ÿ˜ ๐Ÿ‡จ๐Ÿ‡ณ

#

Once the Chinese government makes AI infrastructure something they want to have it'd go fairly quickly

crimson yacht
#

my computer WILL become the property of CCP and that is a price I am willing to pay ๐Ÿ‡จ๐Ÿ‡ณ๐Ÿ‡จ๐Ÿ‡ณ๐Ÿ‡จ๐Ÿ‡ณ๐Ÿ‡จ๐Ÿ‡ณ๐Ÿ‡จ๐Ÿ‡ณ๐Ÿ‡จ๐Ÿ‡ณ๐Ÿ‡จ๐Ÿ‡ณ

solemn epoch
#

They constantly build new datacenters because it advances so fast

bright ermine
solemn epoch
vagrant kernel
#

I wish I had a explode all datacenters button

bright ermine
#

me too

solemn epoch
#

Then we would have to start over and suffer another couple of years with these prices

#

if anything a spawn new datacenters button would be actually helpful lol

vagrant kernel
#

I'd just keep pressing the button cleaning

crimson yacht
bright ermine
#

jacob has it to himself

#

raid his home

vagrant kernel
#

Press it mayne

crimson yacht
#

That was not the implication!!!

crimson yacht
atomic steppe
#

Who had that one book that seemed useful for ffp

crimson yacht
#

???? Found the smoke test?????

atomic steppe
#

@sharp seal ? Was it you ^

bright ermine
golden raven
#

A YouTuber with 110 million subscribers released a free version of ChatGPT.

His name is Felix Kjellberg. You know him as PewDiePie.

He spent his own money on a 10-GPU computer at home. He used it to run the same kind of AI models that power ChatGPT, but on his own hardware. Then he wrote his own app to chat with them, because the apps that already exist were not good enough.

Then he gave it away for free. Anyone can download it. Anyone can change it. Anyone can run it.

It's called Odysseus.

It runs on your computer. Your data stays on your disk. No account. No tracking. No monthly fee.

What you get:

- A chat window like ChatGPT
- An AI assistant that can browse the web, read your files, and do tasks for you
- A tool that scans your computer and tells you which AI models will work on it
- A research mode that reads many websites and writes you a report
- A side-by-side mode to test two AI models on the same question
- A writing editor where AI helps you,โ€ฆ

#

Normies discovering local models lmaooo

dull swallow
#

Lolll

distant tendon
golden raven
#

The twitter post is so dumb

distant tendon
#

im pretty sure most local models take up so much RAM/VRAM no?

golden raven
#

Yes

distant tendon
#

and to output stupid stuff

golden raven
#

Yes

#

You're comparing 26b at best to 1t

distant tendon
crimson yacht
#

this isnt a result of trying to get it to say "smoking gun" on purpose (Like SOME of you do who will not be named but it is obvious) it just started saying smoke test on its own????

golden raven
#

Nothing to do with smoking gun

crimson yacht
#

Well it was funnier when I thought it was making it up lol

#

I guess that makes sense

sharp seal
alpine dove
#

even if rn its a bit dumb

#

all takes time

golden raven
#

good for him

#

Just the post itself is fumb

alpine dove
distant tendon
#

LOL

#

well

#

I only changed the resolution and the game locked but like worm???

#

my anti virus is going crazy on innocent files

naive kindle
#

Itโ€™s been an issue since forever. Because remix, in order to hook the games (capture mouse and kb input), does things similar to what a virus/malware would do

crimson yacht
#

im convinced "compact conversation" is completely fake and made up, it just starts a new session and sends the previous message you sent. It's just so bad

solemn epoch
#

I guess I should ask Gemini

naive kindle
#

Ooooh shots-fired: Today, I AM THE ONE who sees the smoking gun! ๐Ÿ˜‚

solemn epoch
#

Bro really complained about how they treat him

golden raven
#

You know what

#

Today I'll take a break from need for speed

#

Delta Force Xtreme

exotic magnet
#

To get the best results next time, I spent time analyzing your message for inefficient usage.

naive kindle
#

To be fair, I usually go to Gemini pro and say "Hey you know idtech 3 right? Here, I modified this function and now is fucked, plz fix". Gemini is a boss and does it.
Now I'm rehashing the same convo with local models, and when the models fumble I go "Admit it, you know nothing of idtech 3! How do we work together better so that you do more work? Help me help you!" but politely of course, I am not a peasant.. and well.. I got my just-deserts today..

#

But the response was fair: Since it does not have enough knowledge, it's asking to create a local database for the codebase, then I should ask it to fix the booboo I did

vital dew
#

Or CPU skinned or some whacko shit that made me drop it pretty quick

#

Also still suffers from FFP issues

vagrant kernel
golden raven
#

It is objectively, in all senses, a bad game.

alpine dove
golden raven
#

esmoke

solemn epoch
#

If Anthropic bans Smoking Gun in the system prompt It'll qualify as Opus 5

golden raven
golden raven
golden raven
#

Holy fuck I think I might have found a way for OP light placement

#

a draw with texture T and vertex-colour C โ†’ emit light L

#

Use the game's own light flare system to place acurate lights in the whole scene.

#

It's kinda similar to remix's "Add light to texture" system but proxy side for better categorization, customization and stability.

crystal kiln
golden raven
#

All the flares are exactly at the light's source

#

If a light needs to be rotated, I can set a world axis rotation constant

#

Thjat's for later though

#

I'll test with the nitrous particles firslt

crystal kiln
#

Gotta be cautious with the same texture being reused in many places (I.e: rain dropplets)

golden raven
#

So all the light flares are b/w

#

I find the drawcall. Separate by color.

crystal kiln
#

Got it. It is quite niched but sounds like a good plan for U2 Peepo_Think

vital dew
crimson yacht
#

how does this hapen
its a robot

vagrant kernel
#

That's something I would write to the AI

#

I never saw it misspell something but it did abbreviate We Love Katamari Royal Reverie to "KatamarirRR" with an extra r which was really embarassing pointlaugh

#

Me misspelling embarrassing in a post about misspellings is good

crimson yacht
#

"ive hit a frustrating snag" SHUT YOURSELF DOWN NOW