github xoxor4d/gta4-rtx v1.1.9
Release 1.1.9

latest releases: v1.5.2, v1.5.1, v1.5.0...
7 months ago

Changelog 1.1.9

Comp Mod

  • Fixed phone smearing issue on all phones / themes (Background is still black tho)
  • Slight phone aspect ratio fixes
  • Backported a few things from AutoPBR branch
  • Installer now uses the highest version zip it finds instead of the first one (when multiple comp-mod zips are in the downloads folder)
  • Installer can now download and install the AutoPBR pack (optional)

Runtime

  • Update runtime to latest commit
  • Fixed puddle roughness issues
  • Puddles now clear normal info of materials below (noticed after AutoPBR)

Older Changelogs:

Changelog 1.1.8

  • Enabled remix' horizon based fog and added logic to increase the horizon height based on camera fog
    (to prevent a hard edge after a certain height)

fog01
fog02


  • Refactored light override and marker logic. Multiple .toml files with light overrides / markers can now be loaded from rtx_comp/light_tweaks / rtx_comp/markers. A-Z priority with earlier letters having higher priority.

  • Added the ability to add additional lights to an existing game light

Screenshot 2026-01-17 221058 Screenshot 2026-01-17 221112


  • Fixed the phone screen smearing issue and reduced fov impact on phone size

phone_02
phone_01


  • Enabled rtx.isShaderExecutionReorderingSupported in the rtx.conf to enable SER on supported systems
  • Blocked keyboard input to the game when imgui wants text input
  • The installer now creates a backup of the existing rtx.conf and comp_settings.toml

Changelog 1.1.7

Comp Mod

  • Fixed unbreakable sirens
  • Bar shaped sirens now have actual lights
  • Firetruck sirens now have actual lights (+ made firetruck sirens translucent)
  • Fixed a crashing issues on certain missions (see #49)
  • Added a tweaked timecyclemodifiers.dat to enable moon light everywhere
  • Added a setting to tweak intensity of the moonlight
  • Updated FF fork to re-enable fps counter + timecycle info
  • Updated Remix Runtime and fixed issues with per draw-call modifiers (instance issues - emissive flicker)
  • Fixed installer issues and added remix-mod downloading logic
  • Added code to prevent radar background flicker that could occur sometimes

Remix Mod

  • Added a PBR material for one type of sidewalk and corner variants (broker)
  • Added some road PBR materials (mostly generic asphalt) w/o albedo and a few damaged variants
  • Removed remix-mod files from the Compatibility Repo and put them here

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Changelog (1.1.5 / 1.1.6)

Comp Mod

  • Disabled a game function that renders projected light coronas (because they are broken) and unhid the corona texture.
    Doing this fixed things like:

10

09


  • Console now logs to a file (rtx_comp/logfile.txt)
  • Tagged more decal textures (thanks Thundery_Dan)
  • Fixed an issue that could make emissives flicker (not completely fixed everywhere)
  • Fixed disable raindrop option on translucent vehicle windows
  • Increased default sun volumetric influence to 2
  • Added an option to clamp the minimum bloom intensity at night
  • Ignored an original rain particle texture which was causing visual issues
  • ImGui layout improvements



  • Added an option (F4) to enable/disable expensive rain collision testing (disabled by default)
Screenshot 2026-01-03 080920

  • Added an option (F4) to enable wetness occlusion checks and mask smoothing
Screenshot 2026-01-03 081022

Note

Disable Wetness Occlusion Smoothing if you don't use DLSS-RR!
Performance impact of occlusion testing is expensive, disable it if you notice major slowdowns and report back!




  • Added a feature that creates a secondary set of lights (sphere lights) on sirens to slightly illuminate the sirens themselves.
    Still not looking perfect. Remix translucent objects are hard to work with.

  • Modified police, police2 and ambulance game meshes to separate siren texture from other meshes (requires FusionFix)
    This allows proper remix overwrites and they now look like this:

image image

11_pol


Remix Mod

  • Shortened asset paths to fix issues with installer
  • Fixed an issue where taxi's appeared too metallic
  • Rain particle tweaks
  • Multiple mesh and glass fixes (not a complete list, only a few examples - thanks CriticalHit_NL for reporting a bunch)

aaa

13


  • Bergen wood texture (because why not)
Screenshot 2025-12-29 200155

Runtime

  • Fixed particle system TLAS collision code
  • Added per-drawcall support for an emissive scalar on translucent materials

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Installation:

Install using the installer:

  1. Download GTAIV-Remix-CompatibilityMod-1.1.9.zip

  2. Download GTAIV-Remix-CompMod-Installer.exe

  3. Place both files in the same folder (no need to copy them to your game folder) and run GTAIV-Remix-CompMod-Installer.exe

  4. Use the File Dialog to select your GTAIV.exe which is located in your GTAIV install folder

  5. If this is your first time installing, the installer will ask if you want to install a custom Fork of FusionFix
    If you already have FusionFix installed, it's definitely recommended to install this because the original, unmodified version has a few incompatibilities with RTX Remix. If you do not have FusionFix installed, you are free to choose. It's not a requirement.

  6. The installer will ask you if you want to download the required base-remix-mod

  7. Make sure that you remove all custom launch arguments for GTAIV in Steam (if you have any set)


OR Install manually (no need to do this if you've used the installer):

  1. Download GTAIV-Remix-CompatibilityMod-1.1.9.zip

  2. Open the zip and extract all files contained inside the GTAIV-Remix-CompatibilityMod folder into your GTAIV directory (next to the GTAIV.exe). Overwrite all when prompted.

  3. If you want to use FusionFix or have it installed already, it's definitely recommended to install my custom fork of FusionFix because the original, unmodified version has a few incompatibilities with RTX Remix.
    You can find the files inside _installer_options/FusionFix_RTXRemixFork. Extract the plugins & update into your GTAIV directory and override any existing files.

  4. Download gta4-rtx-base-mod

  5. Extract the mods folder (inside of gta4-rtx-base-mod-master) into your rtx-remix folder so that the folder structure looks like this:

.  
├─ ...
├─ 📁 steamapps
│  └─📁 common
│     └─📁 Grand Theft Auto IV
│       └─📁 GTAIV
│         ├── 📜 GTAIV.exe.exe
│         ├── 📜 d3d9.dll
│         ├── 📜 ...
│         │
│         ├── 📁 rtx_comp
│         └── 📁 rtx-remix
│             └─📁 mods
│               └─📁 gta4rtx
│                 ├── 📜 comp_cars.usda
│                 ├── 📜 comp_effects.usda
│                 ├── 📜 mod.usda
│                 └── ...
└── ...  

Usage and general Info

  • Run the game like normal or use the provided batch files (mentioned in the Wiki further down) if you notice heavy stuttering.

  • It's recommended to adjust distance and quality sliders in the GTA4 graphic options (higher values => earlier CPU bottleneck).
    Try 30 for view distance and 40 for quality and adjust from there. The first launch might cause problems, simply re-try a second time.

    Press Alt + X to open the Remix menu
    Press F4 to open the Compatibility Mod menu


Important

Troubleshooting / Guides -- Look into the Wiki if you are having issues:
https://github.com/xoxor4d/gta4-rtx/wiki/Troubleshooting---Guides


Note

The release includes a custom remix runtime build that contains a few necessary changes. Info about the changes can be found here:
https://github.com/xoxor4d/gta4-rtx/wiki#remix-runtime-changes-and-differences-in-usage

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