github NVIDIAGameWorks/rtx-remix remix-1.3.6

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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 1.3.6

🛠️RTX Remix Toolkit 1.3.6.2 Release Notes

New Features

Remix Logic Graph Editor

Added support for RTX Remix Logic system, which allows modders to dynamically alter Remix settings based on detected game state.

Modders add Remix Logic into their mods by opening the "Logic Graph" tab, selecting a Light or Mesh Prim, and creating a "New Graph" in either the "Logic Properties" pane, the top left of the "Logic Graph" tab, or the center of the "Logic Graph" tab (see image below).

remix-logic-create-graph
Added Dockable and Customizable Layouts
  • All panels are now window based and can be repositioned for your ideal workflow
  • Left bar now possesses various layouts, pre-arranging windows and tabs in useful configurations, leaving more room for the viewport
  • Under "Window" drop down, modders can now hide and unhide specific panels
  • Under "Window" drop down, modders can save and load custom layouts
Stage Manager Filtering

Added a search bar and customizable filters to the Stage Manager.

Community Contributions

Bugfixes/Minor Changes

  • Added a check to use the project directory if no capture directory is found
  • Fixed symlink validation and repair when no deps dir exists
  • Fixed particle properties panel not preserving expansion state across refreshes
  • Fixed auto scrolling logic on some Stage Manager Tabs
  • Removed waypoint support

Known Issues

  • Graph Editor Node Validation
    After deleting a node in graph editor, some node port inputs do not get correctly validated. Restarting application fixes the issue for now.
  • Graph Editor Connection Validation
    After deleting a connection between nodes in the graph editor, some connections will incorrectly display as connected. Re-opening the graph will update the visual connection.

🎮 RTX Remix Runtime 1.3.6 Release Notes

New Features

Remix Logic & New Conf Files

Added support for RTX Remix Logic system, including developing a layering system for juggling and transitioning between multiple “.conf” files, each loaded with a unique set of RTX Remix Runtime options. Modders can define the relative “blend strength” of each layer, allowing smooth interpolation between values for fine-grain control.

To help streamline mod creation, Remix has introduced three types of config files.

  • RTX.conf files. These haven’t changed. They are core to a modder’s workflow for making a game “Remix Compatible”. Modders can adjust how a game renders to make it work best with Remix, save it to the rtx.conf file, and share it in places like ModDB to make it easier for other modders to get started with their mod.
  • User.conf files. These are new, and meant to store a user’s personal graphics settings, like their graphical preset, and whether they play with Frame Generation on. These should be tailored to the player, and reflect the best graphical settings for them.
  • New.conf file. For Remix Logic graphs, modders can export a new.conf file. This conf file is meant to be temporarily loaded in reaction to a change in the game state.

When modders save their Runtime settings on the “User Graphics Menu”, it automatically saves to the user.conf. Additionally, on the “Advanced Developer Menu”, modders will see a new drop-down near the save button:

1_conf

Creating Conf Files for Remix Logic

Important

If you plan to create “new.conf” files for Remix Logic, you need to ensure your user.conf contains only your personal graphics settings, to prevent accidentally changing a player’s personal graphics settings when they experience your mod.

To set this up:

  1. Delete any existing user.conf you might have in your file structure.
  2. In-game, launch the Runtime graphics settings menu and hit save (without going to the advanced developer menu). Now all of your personal graphics settings are written to your “user.conf” file, and won’t be duplicated to the new.conf file being used by Remix Logic.
  3. Relaunch the game.

As mentioned, Remix Logic will let you blend between multiple new.conf files in response to a change in game state. The process generally follows these steps:

  1. Modify your Remix Runtime settings to reflect the visual state you want to change to
  2. Save the settings to a “new.conf” file. The save settings should look like this when you do:
2_conf

The new.conf file can be found in your file structure next to the rtx.conf file.

Modders should rename the new.conf file, maintaining the “.conf” extension. They should then manually move it to their mod folder (in the root or any subfolder).

3_file_tree

In the Remix Toolkit, modders create a graph that features an “RTX Option Layer Action” Node. From the Logic Properties pane, they should point this node to the new .conf file they want to transition the visuals to. When a particular game event is detected, the current config file will fade into the new.conf file, enacting a visual change at whatever strength the modder has specified.

4_logic_graph

Modders can view their active Logic Graphs from the “Enhancements” tab, where they can see what parameters are being tuned, and review the current game state.

5_remix_dev_menu

Quality of Life Improvements

  • Implemented a new overlay-based GUI input system independent of the original game, ensuring consistent and reliable Remix UI interactions. Resolved issues where certain games would swallow keyboard or mouse inputs, previously causing the Remix GUI to become unresponsive. Introduced an always-on-top, transparent overlay window for advanced and seamless in-game UI input handling (enabled by default, configurable at launch).
  • Improved RTX Remix Pathtracer. Fixed math errors and infinities in material calculations, sanitized invalid normals and texture coordinates. Improved miss ray motion vector accuracy and added safeguards against division by zero.
  • Improved DLSS Multi Frame Generation stability with resizing game windows, and changing display settings. DLSS Frame Generation now synchronizes the compute shader thread when switching presenters and checks output window extents on dispatch, resetting the FG context if needed.
  • Improved compatibility by fixing precision issues in vertex shader based games. The precision issues would previously manifest as vertex wobbling or explosions.
  • Extended particle system to include constant particle mode and support for multiple billboard geometry generation modes. Increased supported ranges for a few particle system values in the GUI.
  • Implemented vertex color as baked lighting as a per surface property. Added a heuristic for legacy materials based on FF state. Disabled this feature for particles (where we know the vertex color is not baked lighting).
  • RTX Option change callbacks (including cascading changes) are now applied in the same frame on the resolved value for consistent behavior.

Community Contributions

6_remix_gui
  • Remade entire Remix Runtime UI thanks to @xoxor4d [PR 105]. Added a UI theme selector with three themes, compact/spacious modes, large GUI toggle, and background alpha slider. Made multiple changes to improve menu look and feel
  • Added XeSS 2.1 SR Upscaler thanks to @sambow23 [PR 100]

Bug Fixes / Minor Changes

  • Fixed clamping of ev option’s min max values in Debug View options.
  • Fixed a rare artificial tint being applied to secondary bounces / indirect lighting.
  • Fixed virtual key binding issue to require ',' as delimiter instead of '+'.
  • Fixed graphics preset dropdown to apply the correct preset. There was a bug where the preset would update to the previously selected one rather than the active one on a change.
  • Fixed errors when overriding DLSS profile to Full Resolution (DLAA) via the Nvidia App.
  • Fixed slightly incorrect DLSS input resolution and PerfQuality determination for a given DLSS profile (addresses Github issue #900).
  • Fixed an issue where particles sometimes rendered without texture color due to legacy material inheritance, now allowing explicit legacy setup for particle rendering.
  • Fixed fallback directional light to detect and respond to changed settings.
  • Fixed clamping when evMin/evMaxValues are set for Debug Views using onChange callbacks.
  • Fixed Acceleration Structure resource tracking to prevent resources getting destroyed while still being bound by dxvk.
  • Fixed serialization of missing volumetricRadianceScale in Bridge.

Known Issues

  • When saving your mod, avoid leaving the “Save Changed Settings Only” unchecked, and keep the “Override configs” option unchecked. It can lead to problematic behavior with our revamped multiple config file system, causing unintentional settings to be saved to rtx/user/new config files. By default, we recommend modders always have “Save Changed Settings Only” checked, and ensure their personal graphics settings are saved to the user.conf file by saving on the main Graphics Menu at least once.

    7_x 8_swish

    If you have this setting checked off, please check it on, delete any user.conf file in your file structure, and save your personal graphics settings in the “Graphics Menu”. Then, delete any new.conf files you may have created for Remix Logic and remake them.

  • Migrating Texture Tagging:

    • Users who have been using Github Action builds may have saved non-user settings into user.conf. This causes problems, particularly when it comes to adding and removing textures from texture categories.
    • To resolve this, we’ve added a migration flow, which will move all texture hashsets in user.conf to rtx.conf.
    • If you have texture categories in your user.conf, the runtime menus will offer you “Migrate *” buttons before allowing you to save rtx.conf or user.conf. Clicking these buttons will move the texture categories into rtx.conf (merging with any that are already there), and save both files.

    Developer Menu: Enhancements Developer Menu: Game Setup User Graphics Settings
    • After migration, you should be able to add or remove textures as normal.
    • NOTE: textures added in dxvk.conf, the hardcoded config.cpp, or in Logic .conf files won’t be removable in the UI for 1.3. You’ll need to edit the files by hand.

How to Report an Issue:

Prerequisite: You need to have a (free) GitHub account

  1. Go the RTX Remix Github Issues page
  2. Click the green "New Issue" button
  3. Select the bug template (Runtime, Documentation, Toolkit, Feature Request) and click "Get Started"
  4. Fill out the form template, providing as much detailed information as you can, including attaching files and/or images
  5. Click the green "Submit new issue" to send a ticket directly to the RTX Remix Team!

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