John1180gtx

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  • in reply to: VorpX Incompatible with Reshade Ray Tracing #184017
    John1180gtx
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    The problem isn’t necessarily the double injection / hooking into. That works fine, despite the conflict, it’s just that the shader when it hooks into the game is rendering screen space calculations for rectilinear vertex coordinates if that makes sense.

    I am not really a graphics programmer, but I could probably help you find a solution for this problem. Could you let me help you figure out a solution if you send me VorpX’s source code? You can hold me accountable, I will give you all my information if the source code is leaked (which it will not be).

    I am not seeking any compensation but I would like to have your permission to share with potential employers in particular my solution to this problem without the rest of this source code as a part of my portfolio.

    I am not a very good programmer, but I think providing a solution for this could be something that I could do over the course of a year or two and it seems like a good task. You could probably do it faster and more reliably, but I could lessen your burden.

    If your code is properly commented and sectioned off logically where I could understand it easily then I could target a solution effectively.

    I come from a self taught C background so I am very used to procedural, logical and imperative programming (I mostly use it for scientific equations and quality of life/convenience in calculations) so I might have a very hard time with this but I can think of a solution for the vertice offset calculations if I can test my hypothesis and compare the rectilinear projection to the multiplanar projection.

    My idea is not going to be very performance effective, as the solution is really a native problem for the engines of the games we are talking about (the screenspace depth buffer rectilinear vertex coordinates are a function of DX9-DX11 integration within the game engines themselves.) My idea is to sort of “reproject” the vertices through trigonometric transformations dependent on what the source code for VorpX looks like, the screen space reflection code for the reshade mod looks like and the ray tracing code itself.

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