For the full release notes for RTX Remix, please visit https://docs.omniverse.nvidia.com/kit/docs/rtx_remix/latest/docs/changelog/remix-releasenotes.html
RTX Remix Runtime 1.2.4 Release Notes:
New Features
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RTX Remix Particle System: Remix now includes a path-traced particle system, allowing for realistic VFX in over 165 games. Path tracing particles is a rarity in games, giving Remix particles the unique ability to cast real time lighting, shadows, and reflections. Remix supports two workflows for adding particles:
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Make particles while you play: From the Game setup tab of the RTX Remix Runtime, tag any texture you see as a “Particle emitter”. Then, define global properties for particles to change how they animate (Rendering Tab > Particles). This is great for prototyping or implementing a handful of particles in your mod. See an example in this video.
Note: the texture driving the look of these particles will be the same texture emitting it.
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Author particles in the Toolkit: Add particles to any prim, load particle systems from USDA files, a trail system for advanced visuals, and new controls for collisions, velocity, rotation, and color range. You can also adjust parameters directly through the GUI.
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Change particles however you like: the look, size, quantity, light emission, and physics, including turbulence and gravity–It’s easy to start making particles, with a lot of controls to master.
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Settings Clamping: We added support for clamping in RTX Options, which means developers can set valid ranges for settings. This prevents you from entering invalid or out-of-range values, making configuration safer and more user-friendly.
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SPIR-V Shader Compilation: The shader compilation process now generates SPIR-V directly from Slang, enabling support for new shader functionalities like cooperative vector intrinsics for neural shading.
Performance and Memory Optimizations
- Improved Build Stability and Speed: We've improved Remix project build stability and reduced compilation times.
- Better Rendering Efficiency: The renderer now has more robust calculations, fixing several sources of invalid values throughout the pipeline.
- Efficient Resource Management: Remix now tracks replacements for instances and lights, which lays the groundwork for future features and more efficient resource management.
Image Quality & Compatibility
- Order-Independent Transparency: Remix now supports order-independent transparency, which greatly improves how it handles scenes with many overlapping, alpha-blended objects like smoke or foliage.
- Expanded Bloom Effect: You can now control the blooming radius (with the
rtx.bloom.steps
option) and we've increased the maximum number of bloom steps from 5 to 8, allowing for a wider, more expansive bloom filter effect. - Vertex Color Improvements: We've improved the vertex color support for the emissive channel.
- Vertex Capture Precision: We've improved vertex capture by performing the perspective divide earlier, significantly increasing precision in games that rely on vertex shaders. This makes new titles like OutRun 2006: Coast 2 Coast more compatible.
- System Information Logging: Remix log files now include system details (CPU, memory, OS, etc.) to help with various actions including diagnosing and categorizing user issues more effectively.
For Developers/Contributors
- Improved Shader Compilation Logging: Runtime shader compilation now outputs to
stdout
/stderr
, so you can see the output directly in the IDE debugger. - Unified Global Time System: A new unified global time system ensures consistent timing queries across the code.
Community Contributions
- Ignore Baked Vertex Color Lighting: Thanks to @watbulb (NVIDIAGameWorks/dxvk-remix#99), you can now ignore all baked vertex color lighting in vertex processing via the
rtx.conf
file (rtx.ignoreAllVertexColorBakedLighting
). This simplifies workflows for games with inconsistent baked lighting, removing the need to manually tag many textures.
Bug Fixes
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Rendering Fixes:
- Fixed an issue where users couldn't create materials with controllable emissive parameters for alpha-blended objects.
- Fixed a bug where emissive materials from USD files would only be emissive at runtime if they specified a non-default intensity.
- Fixed an issue that prevented some texture categories from being applied.
- Fixed flickering artifacts and unexpected image scaling in certain games when DLSS-FG was enabled.
- Fixed an issue with volumetric atmosphere incorrectly centering around the origin instead of the camera.
- Fixed a bug where a BLAS (Bottom-Level Acceleration Structure) wouldn't update, causing geometry to remain fixed in place.
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Stability & Crash Fixes:
- Fixed several rare crashes in the RTX Neural Radiance Cache, including a race condition and a regression where switching presets failed.
- Fixed a rare use-after-free bug related to replacement instance objects.
- Fixed a crash that could occur when a replacement light was overridden by an unrelated game light.
- Fixed a crash in a corner case where different draw calls shared the same object and transform.
- Fixed several Vulkan validation errors to improve stability.
- Fixed crashes in the light manager by ensuring the debugger UI doesn't access deleted lights.
- Fixed a crash when the number of replacement prims attached to a light changes.
How to Report an Issue:
Prerequisite: You need to have a (free) GitHub account
- Go the RTX Remix Github Issues page
- Click the green "New Issue" button
- Select the bug template (Runtime, Documentation, Toolkit, Feature Request) and click "Get Started"
- Fill out the form template, providing as much detailed information as you can, including attaching files and/or images
- Click the green "Submit new issue" to send a ticket directly to the RTX Remix Team!
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