NVIDIAGameWorks / rtx-remix

Combined repo for the RTX-Remix runtime
https://www.nvidia.com/en-us/geforce/rtx-remix/
MIT License
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Guild Wars 1 no changes #409

Open ArturAlekseev opened 8 months ago

ArturAlekseev commented 8 months ago

Games runs fine. Runtime attaches (menu is accessible). d3d9.dll is loaded. But no change in lights. It renders as original. Only some UI textures disapper.

d3d9.log Gw_d3d9.log NvRemixBridge.log

pkristof commented 8 months ago

Did you do initial game setup (i.e. marked UI textures as UI textures, setting lowest shader model supported by the game, etc.)?

You can also see further community resources for setting up games.

If you did do the initial setup, attach used/created rtx.conf (and dxvk.conf) to your main post.

ArturAlekseev commented 8 months ago

I'v read about initial setup. Don't think it is an issue. I think the problem is in this (from logs): info: [RTX-Compatibility-Info] Found a draw call to a non-primary render target. Falling back to rasterization info: [RTX-Compatibility-Info] Texture 0 without valid hash detected, skipping drawcall. ... info: [RTX-Compatibility-Info] Trying to raytrace but not detecting a valid camera. info: [RTX-Compatibility-Info] Skipped shadow mask drawcall. info: [RTX-Compatibility-Info] Texture 0 without valid hash detected, skipping drawcall.

pkristof commented 7 months ago

Did you tag all UI textures as UI textures in Remix and see if that resolves this?

pkristof commented 7 months ago

Have you checked on Discord if any other modder has gotten further with Remix compatibility for this title and managed to get Remix to detect a valid camera with a proper set up?

ArturAlekseev commented 7 months ago

UI textures selection does not affect anything in this game.

pkristof commented 7 months ago

OK. Info from other attempts on Discord suggest this title is shader based and thus will require extending that support in Remix.

ArturAlekseev commented 7 months ago

I can debug runtime if needed. But i'm not familiar with Direct 3D. Well I'v tried runtime on C&C Generals. And there it worked fine. I mean worked. Some problems with lights. And where shader was used it just did not worked (shader was used there for water animation, but in runtime it was just a static texture). So i'm not an expert but it looks like problem is not in shaders, but in camera and maybe in that info about texture 0 do not have correct hash.

pkristof commented 7 months ago

Camera not found means that no accepted draw call with a valid transform was processed during a frame. You could debug step through the runtime calls and see why none of the draw calls get to the point of where camera data gets initialized for them. and what's the faulting signature.

If texture hashes for all draw calls are 0 that would be one reason, but then it begs the question why. Right now runtime generated textures have such hashes.