github xoxor4d/gta4-rtx v1.7.1
Release 1.7.1

2 hours ago
Screenshot 2026-10-18 201446

Changelog 1.7.1

Note

The Remix Runtime is now a separate download because certain files got too large for GitHub


The game is now rendered through the Remix API

This is the big one. Until now, Remix had to catch every single draw call the game makes and rebuild the scene from them, and GTA IV issues a lot of draw calls. That's why the mod was largely CPU-bound in denser parts of the city and that's also why draw distance was limited.

The compatibility mod now builds Remix meshes straight from the game's own geometry data and hands them to the runtime through the Remix API, bypassing the D3D9 path almost entirely. This allows for larger draw distances while also improving the performance if you have a beefy enough GPU. Remember, this is still fully path-traced at the end of the day.


The custom Remix runtime and bridge received a lot of performance and logic improvements to make this possible.
I want to thank and highlight RemixPlus / Sparkles here, because a lot of these improvements came from them.

The runtime this mod ships with is now fully based on a heavily modified version of RemixPlus.
Please consider supporting them on Patreon or on Ko-Fi!

The runtime now also features the official DLSS 5 implementation from Nvidia (with the option of multiple passes by RemixPlus).

Screenshot 2026-10-18 201928

New water

Water is now drawn through the API as well, which made a proper rework possible.
The tessellated wave area around the camera is now much larger, with procedural waves continuing the simulation.
The runtime got a new shoreline system: water fades out softly where it gets shallow or meets objects,
which removes the bright seam and hard edge along every coast.

Screenshot 2026-10-19 141833 Screenshot 2026-10-24 151112

Wetness 2.0

The world got a new physically motivated wetness model. It now forms puddles where water would actually pool:
dips in intersections, potholes etc. Puddles grow as it keeps raining and dry from the edges outward.
They get wind ripples and raindrop impacts and everything stays wet for a longer period after the rain stopped until it slowly dries.

Screenshot 2026-10-19 142640 Screenshot 2026-10-19 142943 Screenshot 2026-10-18 200106

The best thing about it? It performs A LOT better than the older system, freeing up some of your GPU resources for other tasks.
Rain particles are now fully handled by RemixPlus, look way better and no longer reach interiors.


Atmosphere and Fog

The Numos atmosphere system by RemixPlus / Sparkles received a lot of love since the version that shipped with the previous CompMod (with additional changes from me). Listing them all would take too long, but here are a few screenshots that should speak for themselves:

Screenshot 2026-10-19 141800 Screenshot 2026-10-28 193352

Aerial perspective (by RemixPlus) now hands off correctly to the volumetric fog which allows both systems to exist next to each other.
This gives us great looking sunrises and sunsets without having to rely on Remix' volumetrics system. Weather presets are now separate config files and can easily be edited by anyone.



Distant Lights / Vehicle Imposters

Nights were looking quite dull, especially with the limited draw distance we had to live with.
Due to the new way of rendering, it was possible to get the fake distant street light sprites to work.
Vehicle imposters that were previously stretching all over the screen (and thus disabled for prior releases) now also work as expected, making the night scenery feel more alive.

Screenshot 2026-10-24 151352 Screenshot 2026-10-24 131619

Blood on Peds

That one was quite tricky but it fully works now.

Screenshot 2026-10-25 072546

HDR Support, new DLSS5 Model and other noteworthy stuff

  • HDR support by TheGreatHMMMM (Alt HDR10 tonemapper) + added HDR support for the default Psycho17 tonemapper
  • Latest official DLSS5 model
  • Improvements to the existing AutoExposure logic
  • Dynamic vehicle headlights should look a lot better now
  • Improved visuals on very distant trees (lowest LOD)


Installer / AutoPBR

If you've used the AutoPBR mod on older versions, you know that it can take quite a while to load all of the replacements.
With the usage of RTXIO (a packaging and compression tech by NV), size and load times were drastically reduced (to mere seconds) and it even reduced hitching. This is fully optional. It unfortunately requires a little bit manual work on your side but the installer will walk you through the process.



Full Changelog 🍓 (Click Here to Expand)

Rendering and performance

  • Static map geometry, dynamic entities, sorted alpha entities and area-light renders are drawn through the Remix API

  • Peds are drawn as skinned API meshes (bone palette per draw), including blendshape heads and hair
    (heads can not be replaced via remix replacements because of blendshape usage)

  • Vehicles are drawn through the API with damage deformation, vertex colors, dirt and livery textures; tyres and flat tyres included
    (remix replacements would break when a vehicle takes damage as deformation is done on the cpu)

  • The game's "vehicle imposters" (fake distant cars and street light / aircraft sprites) are drawn through the API

  • The engine's pass setup (render states, shader constants, textures) is skipped for geometry the API path owns

  • API meshes keep the D3D9 geometry hashes, so existing USD mesh and material replacements apply unchanged

  • Per-draw data (texture categories, wetness, emissive scale, hash overrides, UV animation) reaches the runtime through a new API extension, so API draws look exactly like the D3D9 draws they replace

  • Runtime: skinning runs on the GPU for all meshes

  • Runtime: animated and skinned meshes get their own acceleration structures

  • Runtime: the queued command buffer limit is configurable and raised, fixing a loop where CPU and GPU serialized and the GPU sat partially idle

  • Runtime: fixed sampler feedback streaming replacement textures several mip levels too low (blurry normal / roughness maps on partial replacements)

  • Bridge: fixed skinned mesh serialization, camera forwarding and the mesh extension handling

  • New 2-core and 4-core processor affinity batch files with SMT support

  • Fixed-function fallback path remains available and switchable per category

  • Instances for the static world are retained and only updated via the API when they actually changed.
    Reduces bridge traffic and improving performance

  • Runtime: New CardNormals instance category to make distant tree cards (LOD) look nicer

Water

  • Water surface drawn through the Remix API

  • Tessellated water radius raised to 300 units with ring-based LOD (2 / 4 / 8 unit cells)

  • Procedural far waves continue the game's 100 x 100 cell simulation outward, following its amplitude, wind direction and length

  • Runtime: shoreline fade based on water depth

  • Runtime: open water without a sea floor below no longer renders lighter and hazier than water over a floor

  • Water presets: Performance / Standard / Quality / Insane

  • Water seabed marker disabled, water texture scale and block scan distance tuned

Weather and wetness

  • Runtime: new layered wetness model with a per-frame rain map (ground height, depression, slope, rain cover) around the camera

  • Puddles form in depressions, stop at curbs, grow with the rain and dry from the edges

  • Rain shadow under roofs and bridges with soft edges; cars, benches and street furniture do not cast rain shadow

  • Wind ripples on puddles, raindrop impacts (stronger inside puddles), wet albedo darkening and saturation by porosity

  • Wetness is held after the rain stops and fades out slowly, never wetter than the rain peak

  • Ripple strength scales with the game's wetness

  • Wetness now scales properly on vehicles

  • Wetness is evaluated at full detail only on primary rays, which makes rain much cheaper than before

  • Wetness presets (standard / high with more puddles) and all rtx.wet.* options exposed

  • The game's original rain particle system is disabled by default (RemixPlus precipitation is used instead)

Sky, fog and atmosphere

  • Aerial perspective hands off at the actual (weather preset) froxel range instead of the authored one

  • The sun can leave the froxel volumetrics to the aerial perspective (sunVolumetricScale), restoring city haze and sun shafts

  • The fog's sun weight no longer dims particles and decals

  • Particles beyond the fog range are no longer dark sprites against the distance haze

  • Lightning flashes no longer leave a slowly fading trail in the fog

  • Rain drops are lit by the sky again (Sky Light setting works) and are correctly kept in front of the sky

  • Precipitation no longer falls through ceilings

  • Weather preset editor: "Sky in Fog" controls added, Fog Density slider fixed

  • Star magnitude limit slider fixed

  • Fixed moon elevation / rotation variables

Visuals and settings

  • Rendering settings reorganized into tabs: General, Remix API, Water, Vehicles, Foliage / Hair

  • New Remix API tab with switches for statics, peds, vehicles, water and the mesh cache

  • Rain toggle moved to the Weather tab, wetness settings exposed in the Weather tab

  • Bloom: new minimum intensity and threshold (day) settings and general tweaks

  • Reduced light intensity on vehicle sirens

  • Emissive: option to allow vertex colors on emissive alpha

  • Fixed inner / outer cone light overrides in the menu

  • Increased slider limits, options missing from rtx.conf are created from defaults

  • Removed the unused decal dirt shader settings

  • Performance logger x/y offset and other small tweaks

  • Updated dxvk.conf and bridge.conf

  • ImGui renders through an 8-bit target while Windows HDR is on

  • DLSS 5 Neural Rendering follows the new DLSS NR / DLFG Lite update

Fixes

  • Fixed multiple game freezing issues

  • Remove baked game lighting from lit particle effects (fixes explosion colors)

  • Hardened an already existing crash fix (TLAD: Shifting Weight) #167

  • Fixed crashes when alt-tabbing or minimizing while the game was mid-frame

  • Fixed crashes when capturing scenes containing skinned API meshes

  • Fixed HUD / menu scale after resolution changes

  • Sky auto detection disabled (it tagged decals as sky when nothing was drawn on D3D9 before them)

Other changes

  • Add tracy profiling (ReleaseTracy configuration)

Installer and distribution

  • Remix runtime ships as a separate zip next to the mod zip

  • Support for the packaged (RTXIO) AutoPBR version

  • Uses an installed git (2.28+) when available, MinGit otherwise

  • Clearer error messages when a zip is missing or versions mismatch


Installation:

Install using the installer:

  1. Download GTAIV-Remix-CompatibilityMod-1.7.1.zip

  2. Download GTAIV-Remix-RemixRuntime-1.7.1.zip

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

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

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

  6. If this is your first time installing, the installer will ask if you want to install a custom Fork of FusionFix

    • Press YES - 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 but highly recommended.
  7. The installer will ask you if you want to download the required base-remix-mod.

    • Press YES - The CompMod will not function correctly without it - so make sure to install it.
    • Use the GIT install method (recommended) because its easier and faster to update to new versions (and uses less bandwidth)
  8. The installer will ask which version of the optional gta4-autopbr-mod you want to use.

    • This mod converts a bunch of game materials to approximated PBR-materials and makes the game less plasticy. It is entirely optional.
    • Packaged version (highly recommended, loads much faster): the installer opens a download page (Mega / Google Drive) and shows two steps:
      download GTAIV-AutoPBR-X.X.X.zip and extract it into your GTAIV folder (next to GTAIV.exe). The zip already contains rtx-remix/mods/z_gta4rtx_autopbr.
      To update later, re-run the installer, pick the packaged version again and compare the installed version it shows with the newest zip. Delete everything inside rtx-remix/mods/z_gta4rtx_autopbr before extracting a newer zip.
    • GitHub version: loose files downloaded by the installer using the GIT/zip method chosen for the base mod. Slower to load.
  9. Make sure that you remove all custom launch arguments for GTAIV in Steam (if you have any set and use Steam to run the game)


Tip

You can re-run the installer at any time and choose to only check for remix-base-mod or AutoPBR updates.
If you've used the GIT installation method, it will do delta updates and pull the latest changes.
The base mod (textures/meshes) is getting constant updates which are not coupled to Compatibility Mod releases.


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

  1. Download GTAIV-Remix-CompatibilityMod-1.7.1.zip

  2. Download GTAIV-Remix-RemixRuntime-1.7.1.zip

  3. Open the compatibility mod 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.

  4. Open the remix runtime zip and extract its content (the .trex folder and the files next to it) into your GTAIV directory as well. Overwrite all when prompted.

  5. If you want to use FusionFix or have it installed already, it's definitely recommended to install rtx-remix fork of it.
    You can find the files inside _installer_options/FusionFix_RTXRemixFork. Extract the plugins & update into your GTAIV directory and override any existing files.
    You may also want to use GTAIV.EFLC.FusionFix.cfg from either mode_fullscreen/plugins or mode_windowed/plugins.

  6. Download gta4-rtx-base-mod

  7. 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
│         ├── 📜 a_gta4-rtx.asi
│         ├── 📜 d3d9.dll
│         ├── 📜 GTAIV.exe
│         ├── 📜 ...
│         │
│         ├── 📁 rtx_comp
│         └── 📁 rtx-remix
│             └─📁 mods
│               └─📁 gta4rtx
│                 ├── 📜 comp_cars.usda
│                 ├── 📜 comp_effects.usda
│                 ├── 📜 mod.usda
│                 └── ...
└── ...  

Credits


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

Help

  • Press F4 go open the Help section for links to helpful guides


Note

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

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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