[HN Gopher] Nvidia RTX Remix Runtime Open Source Available Now
       ___________________________________________________________________
        
       Nvidia RTX Remix Runtime Open Source Available Now
        
       Author : cbg0
       Score  : 279 points
       Date   : 2023-04-13 08:00 UTC (15 hours ago)
        
 (HTM) web link (www.nvidia.com)
 (TXT) w3m dump (www.nvidia.com)
        
       | paulmd wrote:
       | It's too bad this is a no-go for online/competitive games, which
       | tbh are a decent number of the DX9 games still worth playing. I'd
       | love to use this on Team Fortress 2 but I don't want to risk it
       | on my account with all my items without some kind of explicit
       | approval, since this hooking/injection probably looks just like a
       | hack to VAC.
       | 
       | But path-traced TF2 would own lol.
        
         | smoldesu wrote:
         | It might be fine. If it's just messing with the way DXVK is
         | being presented, it's not very different from the "hacking"
         | people use to get DirectX games working on Linux. AFAIK, games
         | aren't really picky about graphics API calls as long as
         | everything behaves as-expected.
        
         | Bjartr wrote:
         | Aren't there non-VAC servers you could play on?
        
       | amelius wrote:
       | Perhaps a stupid question, but with all the recent advances in
       | computer graphics, why do I still see polygons everywhere in
       | computer games? Is it really that hard to round those corners?
       | 
       | I think we are optimizing the wrong thing. I think I'm not alone
       | in wanting round objects more than perfectly ray-traced but
       | polygonal objects.
        
         | drakythe wrote:
         | Short answer? It depends, but "yes" is more generally going to
         | be true than not.
         | 
         | The smoother the edges the more polygons there are. The more
         | polygons there are the more work the processor has to do to
         | render them. In a very basic sense.
         | 
         | Now, it is absolutely possible to round the corners without
         | incurring heavy processing cost but then you're probably not
         | going to get good collision, instead you'll get incredibly
         | obvious clipping (when one seemingly solid object passes
         | through another without triggering collision).
         | 
         | So game developers have to make a choice: look good in still
         | photos or look good in gameplay? (Clipping is a jarring
         | experience while playing). Bonus benefit: if you do it right
         | the lower polygon count and less fancy graphic stuff means your
         | game runs on a wider variety of hardware (smartphones, switch,
         | Xbox/PlayStation, PC, specialty stuff).
         | 
         | And that's all not even getting into the cost of paying an
         | artist to round those corners. Do you balloon your art payroll
         | and have dozens of artists working on a few hundred "perfect"
         | assets or would you rather they work on thousands of assets
         | that are styled consistently and damn the real world
         | verisimilitude? Games are a passion for many but capitalism
         | invokes a cost when making them.
        
           | amelius wrote:
           | Ok so instead of paying an artist to round those corners why
           | not pay them to make round assets, then let the computer
           | approximate them with polygons when and where appropriate?
        
             | midnightclubbed wrote:
             | There have been attempts to go that route from both the
             | hardware (eg Nvidia NV1, 1995) and software side (eg Quake
             | 3 Area, 1999) and many attempts to render curved surfaces
             | since. Generally triangles have remained dominant because
             | they are easier to model, easier to manipulate and are
             | rendered extremely optimally on hardware.
             | 
             | The approximation to polygons when rendering is a non
             | trivial task. Individual curved patches can be easily
             | approximated to triangles but once you connect those
             | patches together you have to ensure that the tessellated
             | triangle edges match between neighboring patches. For the
             | most part it is just easier and more performant to model
             | with triangles and brute-force render them. One day curved
             | surfaces may be a better choice but currently triangles are
             | dominant.
        
             | ElectricalUnion wrote:
             | > pay them to make round assets
             | 
             | Those require NURBS, Non-uniform rational basis spline, and
             | (almost) no one does NURBS assets, because it is most of
             | the time it is a unnecessary pain to use and manipulate
             | them directly.
        
               | zokier wrote:
               | NURBS is just one way of representing curved surfaces.
               | Implict surfaces are another promising way of doing
               | curves, and there are probably others too
        
         | ohgodplsno wrote:
         | A few reasons:
         | 
         | - "Infinite" detail, like models that would be described by
         | curves and others are mathematically absurdly expensive. And
         | when you need your entire frame to be out in 16ms, there really
         | isn't much space to keep both the advancements _and_ new very
         | expensive math. It's done for some things like font rendering
         | (see Slug), but it would be horrible for everything to be done
         | that way.
         | 
         | - All of the tooling is still made around triangles and
         | exporting meshes made out of triangles, because that's how
         | everyone works.
         | 
         | - It's how everyone works because your GPU is good at one
         | thing: triangles. It has dedicated units for that single goal:
         | take triangles, and rasterize them to the screen. So, even if
         | you made a brand new GPU with a Bezier Engine :tm: in there to
         | make it efficient... well you still have to support all of the
         | GPUs that only know how to do triangles, and you're back to
         | doing math to transform these into triangles.
         | 
         | - Even if you do that, surprise, your screens don't do curves
         | either, nor do your framebuffers! They're a bunch of pixels, so
         | you just transferred your aliasing problems from "triangles
         | along a grid don't look good" to "you need to match your curve
         | to your grid", and if your detail becomes small enough, you now
         | also have aliasing there.
         | 
         | - There's nothing that we have in this world that is round and
         | we can't do a convincing job of with triangles. Sure, maybe
         | something that has absurd scale, like a planet you can both see
         | from outer space and up close: that'd be a lot of triangles to
         | make it look smooth at all angles. It would be kind of
         | performance wasting, but you can do it. And techniques like
         | Nanite would actually even fix the problem a little bit.
        
           | zokier wrote:
           | Its not that absurdly expensive. Something like this renders
           | at interactive rates on webgl:
           | https://www.shadertoy.com/view/4tByz3
        
         | TechSquidTV wrote:
         | Pretty much Eunreal Engine 5 is going to completelyt fix this,
         | but it's pretty new. Other engine's will pick up the same
         | techniques. In 5ish years, this problem will be long gone.
        
           | artificial wrote:
           | Nanite forest biome, simply gorgeous! You can pull in Houdini
           | to procedurally generate a host of things inside UE.
           | https://www.unrealengine.com/marketplace/en-
           | US/product/redwo...
        
         | jayd16 wrote:
         | There really hasn't been great automatic mesh detail scaling
         | techniques outside of tesselation shaders and they're not super
         | easy for an artist to work with.
         | 
         | Unreal 5's Nanite system is a big step up but it's brand new
         | and unique. Not many games are out yet and no other big engines
         | have a competitor technology.
        
         | brylie wrote:
         | In short, it's about the trade-off between quality and
         | performance. Also, not all corners need to be round.
         | 
         | The following article provides an in-depth exploration of how
         | polygon count affects performance.
         | 
         | https://www.linkedin.com/pulse/polycount-understanding-model...
        
           | [deleted]
        
         | outworlder wrote:
         | > Is it really that hard to round those corners?
         | 
         | Yes.
         | 
         | They are unlikely to ever be 'round'. Perhaps when the entire
         | scene, and not just reflections is rendered by raytracers. That
         | way one can represent mathematically correct curves. At that
         | point we'll basically be throwing away all advancements in GPU
         | tech.
         | 
         | Besides, it's utterly unnecessary when we can fake roundness by
         | increasing the number of polygons and by clever illumination.
        
       | [deleted]
        
       | epolanski wrote:
       | Remix has been available from quite some time.
       | 
       | Anything interesting has been released with it? Any mod.
       | 
       | I haven't heard/seen anything.
        
         | erk__ wrote:
         | The most well known example is probably the Portal mod
         | 
         | https://www.youtube.com/watch?v=AZHBl5yWqJk
        
           | hbn wrote:
           | I'm pretty sure that's the only example because it's made by
           | Nvidia themselves as a showcase for this tech because they
           | were the only ones with access to it until today.
           | 
           | i.e. it hasn't been available until today.
        
           | jjbinx007 wrote:
           | I found it to be very impressive, although eventually it
           | caused a few performance stutters on my laptop after extended
           | playing.
           | 
           | What a shame it can only be used on older DX 7 and 8 games.
        
             | christkv wrote:
             | I think it's DX8 and 9 not sure about 7.
        
         | scandinavian wrote:
         | It has not been available, it was just released, hence the news
         | being submitted here. Before this the only way to use it was to
         | just take the dll from Portal RTX and try to throw it at old
         | games hoping it would work.
        
       | robertkrahn01 wrote:
       | From the workflow shown in the video it might even make sense to
       | build a low-res game now with DirectX 9 and "mod it up"? The
       | texture upscaling and material inference as well as the direct
       | modification capabilities look amazing!
        
         | jayd16 wrote:
         | I don't think I'd go that far, haha. Building a good looking
         | low res texture is probably harder than getting a nice modern
         | one.
        
       | aceazzameen wrote:
       | This is amazing! Is it also possible to add animation or effects
       | to objects/characters that didn't previously exist? Or update
       | existing ones?
        
       | rasz wrote:
       | >Because Remix is build on Nvidia OnlyVerse
       | 
       | hehe
       | 
       | Someone at Nvidia of all places uploads YT video with gameplay
       | footage at 1080 30fps with bad frame pacing and stuttering.
       | 
       | Cool technology. Dont know what game publishers are going to say
       | about it, Rockstar sued for less.
        
         | amrb wrote:
         | I could see Nvidia licensing the tech to game publishers but
         | they didn't get much uptake, so open source it is.
        
           | christkv wrote:
           | Seems like it would have to work on AMD and Intel as well for
           | it to be a viable path.
        
             | amrb wrote:
             | We have seen hair works as a Nvidia only tech.. Compatibly
             | could be why the licence theory was rejected.
        
         | petermcneeley wrote:
         | What was the previous suit by rockstar. I have seen suits where
         | people were selling mods that circumvented DRM.
        
       | [deleted]
        
       | sintax wrote:
       | Looks like it's based on DXVK from
       | https://github.com/doitsujin/dxvk
        
       | cube2222 wrote:
       | How does something like this work?
       | 
       | Don't most of these games have custom code for rendering and
       | lighting? How is this able to fit into that custom code
       | automatically?
       | 
       | Or is the automation here very limited and you just have to
       | reverse engineer these and find the right hookpoints, while this
       | project just provides the code that you can hook into the games?
        
         | [deleted]
        
         | dev_snd wrote:
         | This is the reason it only works with directx 8 or 9: they have
         | a pretty rigid render path with a clearly separated vertex and
         | pixel shader pipeline.
         | 
         | For directx 8, you would for example specify light sources as
         | part of special draw calls to the directx API, which makes it
         | easier to translate them to a ray traced scene graph.
         | 
         | Shader tools like reshare also use heuristics to detect which
         | of the framebuffers contains a depth map to add effects like
         | SSAO to older games.
         | 
         | I imagine that rtx remix can to similar things to detect where
         | in a shader the light coordinates are stored: after all most
         | shaders look pretty similar when it comes to implementing a
         | Phong shader etc.
        
           | qikInNdOutReply wrote:
           | For everything over it, nvidia would have to expose the
           | byzantine monstrosity that is the drivers they wrote, that
           | detect games and hotswap the buggy developer shadercode out
           | for working nvidia shader code. And they could do that for
           | older titles. It just wouldnt be neat.
        
         | l33tman wrote:
         | It hooks into the DirectX fixed-function pipeline used back in
         | the day (i.e. where you set up model/view/projection matrices
         | and lightsource coordinates and surface materials and sent to
         | OpenGL/Direct3D), so it knows what the programmer wanted to do,
         | and from there it's "easy" to replace everything.
         | 
         | Excerpt: "Scene manager, which uses information coming through
         | the D3D9 fixed function API to create a representation of the
         | original scene, track game objects frame to frame, and set up
         | the scene to be path traced."
        
       | prettyStandard wrote:
       | So we should expect some builds for Steam & Proton?
        
       | ptato wrote:
       | For Morrowind it didn't just upgrade the rendering, it completely
       | changed the aesthetic of the scene. Is that on purpose? At that
       | point you can't call the results better, only different.
        
         | bee_rider wrote:
         | It is true that it changes the aesthetic a bit, and it is a
         | change rather than a straight upgrade.
         | 
         | But the old rendering pipeline still exists I guess, and the
         | new one look wicked cool.
        
         | Arrath wrote:
         | It seems you'd certainly be able to go in and just tweak the
         | lighting without doing all the AI touchups, texture upscaling,
         | and model swaps as they did in the video. Pretty wild stuff,
         | either way.
        
         | mordae wrote:
         | It ended up looking similar to Oblivion. So I'd wager a guess
         | that it was the intended aesthetic, only limited by the older
         | technology.
         | 
         | The only authority here would be the original designers.
        
         | jandrese wrote:
         | It seems like the big change is that the light sources now
         | actually emit light so the scene becomes a lot brighter. Maybe
         | part of the process should be turning down global illumination?
         | That might make dark corners even more dark however, and
         | "hidden" clues that were supposed to be difficult to see may
         | become outright invisible.
        
       | FloatArtifact wrote:
       | It's a shame that this isn't GPU agnostic.
        
         | jsheard wrote:
         | It is technically GPU agnostic, the injected renderer should
         | run on any hardware that supports Vulkan raytracing. The design
         | of the renderer certainly plays to the strengths of Nvidia's
         | architectures though, so performance is quite bad on AMD cards.
        
           | wing-_-nuts wrote:
           | performance is terrible on just about everything. even a 4090
           | doesn't get above 30 fps on rtx portal without dlss helping
           | out at 4k. A 4090!
           | 
           | Honestly, this seems to be nvidia's way of making everything
           | look _slightly_ better while requiring _massively_ stronger
           | hardware. It feels like this was purposely done to
           | disadvantage amd and intel
        
             | sigstoat wrote:
             | > even a 4090 doesn't get above 30 fps on rtx portal
             | without dlss helping out at 4k. A 4090!
             | 
             | hmm, yeah, i just tried turning off DLSS on a 3080. that
             | went very poorly.
             | 
             | > It feels like this was purposely done to disadvantage amd
             | and intel
             | 
             | they're competitors? "have some free stuff, p.s. we only
             | spent time optimizing it for things we sell" seems pretty
             | ok to me.
        
               | nix0n wrote:
               | > "have some free stuff, p.s. we only spent time
               | optimizing it for things we sell"
               | 
               | The funny part is, that's exactly what Intel did with
               | their C++ compiler.
               | 
               | https://en.wikipedia.org/wiki/Intel_C%2B%2B_Compiler
        
             | ChoGGi wrote:
             | What better way to sell expensive hardware?
        
               | nanidin wrote:
               | Support cryptocurrency developers that commit to GPU only
               | proof of work schemes for X years. Pump the price of said
               | cryptocurrency.
        
               | danudey wrote:
               | For only $1500 USD you can have the prettiest version of
               | Portal at framerates we haven't seen in fifteen years!
        
               | shados wrote:
               | > at framerates we haven't seen in fifteen years
               | 
               | Now now, lets not forget consoles exist.
        
               | wing-_-nuts wrote:
               | The PS5 runs most games at 4k 60. Granted, it's scaled on
               | some games, but that _really_ doesn 't matter when it's
               | being outputted to a TV sitting 10 feet or more away from
               | the viewer.
               | 
               | I get _why_ they did what they did, because most TVs now
               | days are 4k, but if you know enough about the limits of
               | human vision, it 's pretty clear that 4k is a waste for
               | console gaming. It makes much more sense on PC, but even
               | there the biggest noticeable difference is reading text,
               | not playing games.
        
               | hbn wrote:
               | It was only this latest generation of consoles that
               | started giving a shit about framerates again because they
               | basically hit diminishing returns on pumping more
               | triangles into every mole of every NPC, and resolutions
               | were good enough at 4k, so framerates were suddenly
               | something important enough to care about.
               | 
               | But the PS4/Xbone/Switch and prior 3D consoles certainly
               | treated 30fps (sometimes less) as a standard in most
               | cases. There's a reason people want to get Bloodborne
               | ported somewhere else, because currently the only way to
               | play it (PS4) is locked at 30fps.
        
         | taf2 wrote:
         | It's opened now so perhaps another graphics company will invest
         | the time to make that happen?
        
       | prettyStandard wrote:
       | Is Nvidia making good on its promise to Open Source it's drivers
       | a d stuff? They may not give us everything but this must be the
       | third or fourth announcement from Nvidia on some open source they
       | are providing I have seen in the past year or so.
        
         | kkielhofner wrote:
         | Nvidia really hurt themselves with their long-standing closed
         | source driver position. In many circles (like HN) they burned a
         | lot of goodwill and mindshare because of their driver stance
         | and effect it has had on Linux desktop users. It is an
         | extremely tiny population (in terms of numbers) BUT those users
         | (like the HN users) have an outsized impact due to the tendency
         | for them to be in technical and decision making positions.
         | 
         | However, Nvidia (other than the driver) has a TON of open
         | source work. In addition to contributions all over the place in
         | the relevant open source ecosystems/projects they have 349
         | repos on Github[0]. They also have a variety of different
         | organizations on Github (for some reason) like Triton Inference
         | Server that has another 30 repos[1]. If you start wandering
         | through these repos these aren't small efforts either - it's
         | clear Nvidia puts a TON of resources and investment in open
         | source.
         | 
         | At the risk of making this another Nvidia vs AMD thread, AMD
         | (the open source desktop darling) by comparison has 39 repos on
         | Github[2]. Their entire project for ML has a total of another
         | 39 repos[3].
         | 
         | If it weren't for the proprietary closed-source desktop driver
         | souring people it would be clear and obvious how much of a
         | supporter of open source Nvidia is.
         | 
         | [0] - https://github.com/NVIDIA
         | 
         | [1] - https://github.com/triton-inference-server
         | 
         | [2] - https://github.com/amd
         | 
         | [3] - https://github.com/RadeonOpenCompute
        
           | nazgulsenpai wrote:
           | NVIDIA open sourcing lots of non-graphic driver codebases
           | doesn't excuse them from open-sourcing their graphic drivers.
           | It's simple really.
        
             | the8472 wrote:
             | They did[0], for GPU models where they moved all the
             | proprietary parts into the firmware.
             | 
             | [0] https://github.com/NVIDIA/open-gpu-kernel-modules#user-
             | conte...
        
             | kkielhofner wrote:
             | I'm not saying it does.
             | 
             | Your comment is exactly what I'm talking about "Nvidia has
             | millions of lines of open source" "Yeah but their driver
             | though - they hate open source and I hate them". It's not
             | that simple.
        
               | nazgulsenpai wrote:
               | I never said they hate open source or that I hate them. I
               | just don't care how much open source they do if the the
               | driver for only product that matters to me isn't open
               | source. Their competitors' drivers are so it makes my
               | decision easy.
               | 
               | I'm not sure why it would bother anyone else that I find
               | their lack of open source graphic drivers problematic.
        
               | paulmd wrote:
               | AMDGPU-pro is closed and there's a lot of features like
               | raytracing that don't work on the open version at all.
               | HDMI 2.1 doesn't work on either open or closed versions
               | afaik (there is a long-running ticket complaining about
               | it). And they also still have blobs too despite all that.
               | 
               | https://gitlab.freedesktop.org/drm/amd/-/issues/1417
               | 
               | https://git.kernel.org/pub/scm/linux/kernel/git/firmware/
               | lin...
               | 
               | Nobody's drivers are totally open, if you use HDMI then
               | you aren't allowed to be fully open because HDMI Forum
               | won't let you, that's the brightline. You have to have
               | some blobs to deal with them and similar ultimatums from
               | other vendors.
               | 
               | If you are ok with _something_ working, as long as it 's
               | open, and major features being broken doesn't bother
               | you... might I suggest nouveau? AFAIK NVIDIA has even
               | started addressing the reclocking issue on the newer
               | gens.
        
               | nazgulsenpai wrote:
               | I'm not entirely sure what point you're trying to make
               | here. I didn't suggest the entire stack has to be open
               | source, nor am I looking for a reason to use NVIDIA on
               | Linux. I just think it would be great if NVIDIA open
               | sourced whatever portions of their graphics driver to
               | make the Mesa implementation competitive.
        
           | kimixa wrote:
           | Counting github repos is too dependent on how projects or
           | organized to be anywhere near a useful metric - especially as
           | one of the major advantages of open source is integration to
           | the corresponding open source projects, like the linux kernel
           | and mesa, which aren't under AMD's github.
           | 
           | And even then that count misses a large number of projects,
           | like things under OpenGPU (https://github.com/GPUOpen-Drivers
           | and https://github.com/GPUOpen-LibrariesAndSDKs) for example.
           | 
           | It is in NVidia's best interest to foster the ecosystem
           | around their closed system after all, so long as it's all
           | built upon a foundation they control (Their closed source
           | driver, and proprietary interfaces like CUDA). Nobody thought
           | '90s microsoft was an open source beacon, yet they "gave
           | away" a large amount of code - mainly win32 examples and the
           | like.
           | 
           | For someone who claims to be trying to avoid some "Which
           | corporation that doesn't know you exist is the best" fight
           | you have chosen a rather specific unbalanced comparison.
        
             | bsder wrote:
             | > Counting github repos is too dependent on how projects or
             | organized to be anywhere near a useful metric
             | 
             | Agreed. Nvidia have a lot of _abandoned_ Github repos where
             | they dumped code and ran away. This lets them obey the
             | letter of the law and release code without anybody being
             | able to make use of it.
        
             | kkielhofner wrote:
             | Not sure why or how this is a "fight" other than (as stated
             | in my first comment) it's one of the more ridiculous
             | religious wars that seems to erupt on HN for reasons I'll
             | never understand.
             | 
             | I'm not going to do a full LoC analysis for an HN comment
             | or analyze recent commits. It was a sixty second way to say
             | "Nvidia has a lot of open source and the reductive HN
             | take/experience from Linux desktop users solely based on
             | their experience with drivers is a tiny piece of the
             | picture".
             | 
             | That said I would bet a dinner that a full analysis of
             | Nvidia open source vs anyone else in the field would favor
             | Nvidia handily.
        
               | kimixa wrote:
               | > That said I would bet a dinner that a full analysis of
               | Nvidia open source vs anyone else in the field would
               | favor Nvidia handily.
               | 
               | It feels a bit weird to agree that any attempt at
               | comparing is silly, and even agreeing on how to compare
               | impossible to define, immediately followed by "But I bet
               | I'd win anyway".
        
           | pjmlp wrote:
           | It is doing just fine in Hollywood, CAD folks and GPGPU.
           | 
           | Many companies would dream to hurt themselves that bad.
        
       | royjacobs wrote:
       | This is such a good way to make these old games look really
       | spectacular. 2d graphics of the era haven't aged particularly
       | badly but old 3d games usually look pretty janky (imo!). Being
       | able to literally see them in a new light is wonderful.
        
         | zokier wrote:
         | There is increasing newfound appreciation for that early 3d
         | visual look though. You can see that in new games being clearly
         | inspired by that look, for example Dusk (with "overwhelmingly
         | positive" rating):
         | https://store.steampowered.com/app/519860/DUSK/
        
         | Arrath wrote:
         | Maybe I spent far too much time playing Morrowind, but that
         | place just feels homey. Low poly models and muddy textures and
         | all.
        
           | officeplant wrote:
           | I love it, but projects like OpenMorrowind and Daggerfall
           | Unity have given me new appreciation for the older games I
           | struggled with as a kid.
        
           | hbn wrote:
           | I also feel like cranking up the quality of scenes like this
           | is just gonna make it more jarring when you talk to an NPC,
           | the world freezes, and their cold, dead eyes stare into your
           | soul as their mouth awkwardly wiggles around and corny voice
           | acting is played at you.
        
       | anthk wrote:
       | This would work great on the first Max Payne. Now if Havok was
       | under a libre license... (or a Max Payne engine reimplementation
       | a la re3/openrw).
        
         | amrb wrote:
         | feel more likely to rip game assets and build in a supported
         | engine like Unreal.
        
         | v7n wrote:
         | MP 1 & 2 remakes are in the works by Remedy
         | 
         | https://www.remedygames.com/games/max-payne-remake/
        
         | henriquecm8 wrote:
         | I played Max Payne recently, and didn't find a way to fix the
         | audio problems, other than that it runs great.
        
           | anthk wrote:
           | https://www.pcgamingwiki.com/wiki/Max_Payne#Missing_audio
        
       | panki27 wrote:
       | According to the user guide [0], it's as simple as dragging the
       | provided DLL into the game folder. I'm going to try this out with
       | one of my old favorites today, I doubt it'll be quite this easy.
       | 
       | [0] https://github.com/NVIDIAGameWorks/rtx-remix/wiki/runtime-
       | us...
        
         | amrb wrote:
         | The of the widescreen fixes for the Unreal games was the
         | addition of a dll file in the game folder.
        
         | moron4hire wrote:
         | I believe the DLL alone only makes the game moddable.
         | Thereafter, there's still a lot of work to do to swap out low
         | resolution and poly-count assets for more detailed ones.
        
           | capableweb wrote:
           | The video seems to hint that some of the process of upgrading
           | models can be done automatically with AI-assisted tooling.
        
             | moron4hire wrote:
             | Yeah, but not live at runtime. It's still a pre-process
             | that needs to be applied per game. Maybe just dropping the
             | DLL into the game folder will upgrade the lighting
             | automatically, in the rare cases these older games used
             | real-time lighting. But real-time lighting, as far as I
             | remember, was a pretty rare technique, opting instead to
             | bake lighting into textures during asset compilation.
        
           | jsheard wrote:
           | The graphical tool shown for swapping out assets also isn't
           | available yet, though it's supposed to be coming "soon".
        
         | boywitharupee wrote:
         | Would this work for counterstrike 1.6 or halflife?
        
           | panki27 wrote:
           | I loaded up HL2 with this, it's the only game I've tested so
           | far that actually loads the DLL correctly. I can toogle the
           | overlay menu and I've gotten one of the menu screens to look
           | somewhat OK. After loading into Route Canal or Sandtraps,
           | it's pitch black, aside from the weapon and the buggy. Spent
           | like half an hour messing with the settings but I couldn't
           | get it to work well.
           | 
           | NFS:U2 and GTA:SA do not start at all with the DLL present.
        
       | danielrpa wrote:
       | There we go pay for Skyrim again...
        
         | andrewstuart wrote:
         | You too?
        
         | MikusR wrote:
         | Doesn't work for Skyrim. Only old games
        
           | flangola7 wrote:
           | Skyrim is super old
        
             | MikusR wrote:
             | Not old enough
        
           | ohgodplsno wrote:
           | Special Edition will not work, but release Skyrim is a DX9
           | game, it will work.
        
             | MikusR wrote:
             | Skyrim is shader based so rtx remix won't work.
        
           | PufPufPuf wrote:
           | 2011 was 12 years ago
        
             | zokier wrote:
             | Remix seems to be targeting roughly 2000-2005 era games, so
             | decade older than Skyrim. Even Oblivion might be too modern
             | for it.
        
       | [deleted]
        
       | ralmidani wrote:
       | Will it run on Crysis?
        
         | willis936 wrote:
         | Crysis has a DX9 mode, so maybe.
        
           | callesgg wrote:
           | The crysis dx9 mode does most likely not use the dx9 fixed
           | pipeline.
        
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       (page generated 2023-04-13 23:00 UTC)