github NVIDIAGameWorks/rtx-remix remix-0.3.0

latest releases: remix-0.5.4, remix-0.5.1, remix-0.5.0...
11 months ago
  • Enhancements and Optimizations:
    • DLSS 3.0 (Frame Generation) support comes to the RTX Remix runtime, with better stability and frame pacing
    • Collapsed Capture UI when capturing is disabled:
      • Prevents UI below the capture section from moving when toggling enhancements.
    • Optimized Terrain Baking of Secondary PBR Textures via Shader Injection:
      • Introduces changes related to texture baking and shader support.
    • Included USD Folder in GitHub Artifacts
    • Refactor Instance Categories for Toolkit Support:
      • Refactors instance categories and texture tagging for toolkit support.
    • SER and Graphics Pipeline:
      • Implemented a coherence hint, boosting indirect pass performance by 2-8% in scenes with particles.
    • Graphics Pipeline Optimization:
      • Reworked ThreadPool for ~30% CPU time improvement on both CS and main sides
      • Used a separate command list to process skinning dispatches, resulting in improved performance
      • Combined hit shaders used for TraceRay dispatches into a single shader for optimization
      • Updated legacy state handling in the D3D9 layer
    • RTXIO Integration:
      • Added multi-package support to RTXIO.
      • Modified USD mod to work without loose image files.
      • Cleaned up object references in RTXIO.
    • Material Texture Budgeting:
      • Implemented a budget for material textures. As users start to run out of VRAM, Remix will automatically reduce texture resolution to keep users within their budget.
      • Moved texture caching to the texture manager.
      • Implemented logic for dynamic mip dropping when the budget is full.
  • Bug Fixes and Stability:
    • Fixed Anti-Culling Bugs:
      • Resolves corner cases in SAT and duplication issues in anti-culling.
      • Modifies default settings slightly.
    • Fixed a crash when dealing with replacements relating to skies in some scenarios
    • Fixed heap corruption crashes  in debug builds
    • Updated USD to the latest version, resolving compatibility problems.
  • Texture Handling Fixes:
    • Fixed texture transform usage in the Opacity Micromap baker.
    • Fixed incorrect Scratch Buffer alignment.
    • Fully evicted cached memory after loading images.
  • General Bug Fixes:
    • Fixed recursive_copy.bat for paths with spaces.
    • Fixed file naming format to follow DXVK and RTX shader format.
  • Performance and Resource Management:
    • Enhanced resource management by releasing terrain baker resources when terrain baking is not in use
    • Texture Transform Tweaks:
      • Optimized texture transform storage in surface structures, reducing footprint.
      • Added warnings for unsupported texture transforms in Remix.
  • Shader and Rendering Improvements:
    • Implemented support for sky probes in games using shader-based rendering.
    • Added support for Shader Model 2.0+ in the new terrain baking approach.
      • Falls back to the previous compute shader approach for unsupported draw calls.
    • Optimized shader compilation for better performance and reduced boot times
    • Shader Handling and UI Rendering
      • Improved shader performance by allocating vertex capture buffers in VID.
      • Implemented a way for users to ignore object2world transforms for improved compatibility with shader based games.
      • Implemented geometry hash for sky boxes.
      • Implemented vertex shader hash as a hash component.
      • Ensured UI rendering in draw calls that use shaders.
    • Vertex Attribute Handling: Removed the need for the invertedUV attribute.
  • Code Clean-up and Optimization:
    • Made Remix leak- and circular reference-free.
  • GPU Print Functionality:
    • Added basic GPU print functionality.
    • Supported printing of float4 values with one value per frame.
  • Bridge Improvements:
    • Enhancements and Optimizations:
      • Added support for multithreaded devices and module level calls for games that use those D3D features.
      • Added proper support for games that use CreateDeviceEx() function parameters.
      • Added support for D3D Query() functions.
      • Generally made things more thread safe for any multithreaded interactions between the bridge client and server components.
      • Added alwaysCopyEntireStaticBuffer option to bridge.conf settings, which is off by default but can be used for certain games that don't follow the correct way of copying buffers during lock/unlock operations and require this workaround.
      • We now ensure that when we use DirectInput for input capture we inject ourselves into the system libraries rather than a local copy that might exist in the game directory.
      • We added GitHub Actions for per commit bridge builds to produce debug, debug optimized, and release packages. In most cases the release package should be used, but the other two can be helpful for logging additional information and creating crash dumps when trying to troubleshoot certain issues.
      • Added extra logging to debug builds that help understand the nested command flow of longer D3D command sequences, which makes troubleshooting issues a lot easier.
      • We also now log a list of the most recent client and server bridge commands in case of a crash to help with troubleshooting.
    • Bug Fixes and Stability:
      • Fixed various issues where the bridge was not handling D3D input or behaving the same way as the system D3D runtime, which led to changes in rendering behavior that could cause crashes, hangs, or visual glitches. As a result games will run much more stable now.
      • Fixed an issue where a game might ask for an impossibly large buffer size to be copied. Now, in those situations, buffer size will be kept to a maximum limit.
      • Fixed an edge case that could cause the bridge server to exit prematurely under certain circumstances.
      • Fixed issues with reference counting for textures and surfaces, which could lead to instability and crashing.
      • Fixed an issue where releasing a D3D volume with a parent texture could lead to a crash.

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