Release Notes#
RTX Remix Release 1.3 Notes (1/27/2026)#
We are excited to announce the official release of RTX Remix 1.3. RTX Remix now features a system called RTX Remix Logic, which allows Remix to detect game logic and make mods more immersive and dynamic. Remix Logic exposes real time game events that modders can use to trigger visual changes in their mods, all without needing source code or programming knowledge. Remix Logic is powerful–modders can read many aspects of the game state and player behavior, and sculpt visual changes in response with all 900+ settings offered in the RTX Remix Runtime menu.

This control over cause and effect unlocks new possibilities. Modders can–
Localize visual effects to when the player is in a part of a level
Animate options in the Remix Runtime menu to create new VFX
Create new gameplay systems like night vision or an enemy warning system
Create visual spectacles by timing a set of changes in sequence
Remix Logic is available for every RTX Remix mod to leverage.
See also
Check out our Full User Documentation on Remix Logic for more details on how to get started.
You can view a full list of available nodes in the Component Reference
RTX Remix Toolkit#
Remix Logic#
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).

Logic graphs are a node-based workflow where modders can connect nodes that define which game events are detected, and how visuals should change in reaction. Logic graphs do not require any programming knowledge or source code to use.

Remix Logic supports four types of nodes:
Sense: used to detect the in-game event (Ex: Camera, Mesh Proximity, Time, Keyboard Input, etc.)
Transform: used to change an input to different types, or introduce conditionality/rules (Ex: Add, Between, Bool AND, Bool OR, Greater Than, etc.)
Act: used to execute the visual change. At launch, we support loading and blending between different
rtx.conffiles to change Remix Runtime options. In the future, we will look to expand the number of available Act nodes.Constants: used for sharing a value between multiple components, and for setting a property with a flexible type (ex: Constant String, Constant Hash, Constant Bool, etc.)
Remix Logic was made possible using the Omnigraph framework to define node types and store graphs as USD, as well as harnessing Omnigraph’s graph editor to offer a no code framework to modders.
UX Improvements#
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 now comes with a search bar and customizable filters
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
Community Contributions#
Changed modding tabs to vertical layout from @Simon-Lajoie PR 7
RTX Remix Runtime#
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.conffiles. 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 thertx.conffile, and share it in places like ModDB to make it easier for other modders to get started with their mod.user.conffiles. 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 Logic
.conffiles. For Remix Logic graphs, modders can export anew.conffile from the Runtime. This file is meant to be renamed and used as a layer that is 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:

Important
If you plan to create new conf files for Remix Logic, please follow the steps outlined here.
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#
Bugfixes/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.conffile by saving on the main Graphics Menu at least once.
If you have this setting checked off, please check it on, delete any
user.conffile 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.conftortx.conf.



If you have texture categories in your
user.conf, the runtime menus will offer you “Migrate” buttons before allowing you to savertx.conforuser.conf. Clicking these buttons will move the texture categories intortx.conf(merging with any that are already there), and save both files.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.
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 Release 1.2 Notes (9/9/2025)#
We are excited to announce the official 1.2 release of RTX Remix. RTX Remix now features a path-traced particle system, adding a major pillar of creation to the platform. With Remix, you can now reimagine every major graphical element in over 165 classic games to build them back up to modern fidelity– path-traced lighting, polygonally detailed assets, physically accurate materials, and now, path-traced particles.
RTX Remix particles are GPU-driven, meaning you can add tens of thousands of them without significantly reducing performance. They are path-traced, meaning they cast accurate shadows and are reflected in the world–a rarity in games. And they feature a realistic physics simulation complete with proper collisions with the environment. All of these elements together give modders a chance to make breathtaking VFX.
Example: Half-Life 2 RTX enemy sheds 100,000 particles with realistic physics and shadows
We support two workflows for adding RTX Remix Particles.
Make particles while you play: During live gameplay, you can use the RTX Remix Runtime to instantly tag any texture you see as a particle emitter. This is great for prototyping or implementing a handful of particles in your mod.
Author particles in the Toolkit: In the RTX Remix Toolkit, we provide a robust set of controls for adding and manipulating particles. This is your best way for filling your mod with many particles, updating the look with gorgeous visual effects
Let’s get into the details —
RTX Remix Toolkit#
New Features#
RTX Remix Path-traced Particles:
Create Particle Systems: We offer a few ways to add particles into your mod via the RTX Remix Toolkit. Simply, select a mesh or material, and turn it into a particle emitter via one of these options:
Option 1: choose the “Create a Particle System” button in the Particle Properties pane
Option 2: right-click the mesh in the Stage Manager, and select “Particle System” > “Add”
Option 3: choose the particle icon in the Stage Manager, under the Actions column

Viewport Gizmo and Selection: You can now select particle systems in the viewport using a new gizmo. When selected, the gizmo highlights the emitter mesh.

Properties Editor: A new Particle Properties panel has been added. We wanted to give modders the kind of control professional studio artists are used to, offering the ability to tune the look of particles, their physics simulation, and even their collision properties. You can upload texture maps and change the color of particles over time to tailor their look, modify their physics to adjust gravity and turbulence, and even define how they should collide with the environment. Take a look:

Particle Emitter Category: The Remix Categories list now includes a “particle emitter” category, allowing for runtime tagging of global particles.
Stage Manager Actions: An action button has been added to the Stage Manager that displays which prims are particle systems and allows for one-click creation or destruction of them.
Documentation: New documentation has been added for the particle system.
Performance and Memory Optimizations#
Layer Tree Refresh Optimization: The method for refreshing the layer tree has been optimized, which should improve performance on large projects.
Image Quality & Compatibility#
App Version Display: The home screen now displays a more detailed app version number.
For Developers/Contributors#
Custom USD Schema Support: Added support for custom USD schemas, such as
RemixParticleSystem.Improved Debugging Documentation: Documentation on how to debug the application from Python has been improved.
GitHub PR Checks: GitHub PR checks have been added to the workflow.
CLA Assistant Fix: The CLA Assistant for GitHub pull requests has been fixed.
Stage Manager Cleanup Pattern: A
cleanuppattern has been added to the stage manager context and listener plugins to alleviate possible memory leaks.
Community Contributions#
Close Project REST API: Thanks to @Night1099, a REST API endpoint to close the active project has been added.
Bug Fixes#
Properties Panel: Fixed an issue where the “Reset to Default” button did not work for certain attributes in the Properties Panel.
Viewport & Camera:
Fixed the initial camera position on capture load and when creating waypoints for new captures.
Fixed viewport zoom speed to correctly respect the settings.
Stage Manager: Fixed a bug where the Stage Manager was not refreshing in response to USD Notices.
Ingestion Service:
Fixed a bug where a validation callback was incorrectly triggered when updating the schema.
Fixed a ValidationSchema error that occurred when multiple input files were provided.
Fixed a minor bug where an error occurred in ValidationSchema when multiple input files were provided.
Layers Panel:
Fixed an issue where the layer tree was not properly re-selecting the previous selection or edit target after a refresh.
Fixed an issue where the layer panel did not expand by default.
MCP Server: Fixed a missing reference and logging issue during MCP server startup.
RTX Remix Runtime#
New Features#
RTX Remix Particle System: With the RTX Remix Runtime, you can now add particles instantly while you play. During live gameplay, use the RTX Remix Runtime to tag any texture to be a particle emitter. There are three key limitations with authoring particles this way:
Particles created this way are tuned using global sliders, whereas particles created in the RTX Remix Toolkit will have their settings saved per particle emitter.
Particles created this way will look like the underlying texture that has been tagged. In the RTX Remix Toolkit, you can use a custom texture you’ve made to drive the look of particles.
A mesh can only be defined as a particle emitter in the RTX Remix Toolkit.
These limitations mean the RTX Remix Runtime is great for prototyping or implementing a handful of particles in your mod, but more complex implementations should be done in the RTX Remix Toolkit.
Create and Modify Particles as you play:
In the advanced developer menu, under the top tabs for Games Setup > Categorize Textures, you can now pick any texture and tag it with the new “Particle Emitters” option

Modify the look of the particles using the global sliders found under the “Rendering” Tab > “Particle System”

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.
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.stepsoption) 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 (PR #99), you can now ignore all baked vertex color lighting in vertex processing via the
rtx.conffile (rtx.ignoreAllVertexColorBakedLighting). This simplifies workflows for games with inconsistent baked lighting, removing the need to manually tag many textures.
Bug Fixes#
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.
Stability & Crash Fixes:
Fixed several rare crashes related to RTX Neural Radiance Cache.
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.
RTX Remix Release 1.1 Notes (7/17/2025)#
We are excited to announce the official 1.1 release of RTX Remix. This release has some new features, a variety of optimizations, and changes to our backend that should help support the open source Remix community. Let’s get into the details.
RTX Remix Toolkit#
New Features#
RTX Remix - AI Agent Support: We created a framework for our community to build their own RTX Remix AI Agents that can query documentation, and help conduct actions in the RTX Remix Toolkit. As a proof of concept, we are also releasing a template in Langflow, a free and popular open source tool for wiring up AI agents. With this template and new functionality, you could create your own RTX Remix AI chatbot that can use natural language processing to answer any of your questions by digging through RTX Remix’s documentation for you. It can also take actions in the RTX Remix Toolkit based on your instruction, and the evolving capabilities of the RTX Remix REST API!
Please note, the LLM powering your agent will affect the quality of your results.
To support this initiative, we built MCP Server support into the RTX Remix Toolkit. Model Context Protocol (MCP) is an open standard that provides a unified way for AI applications to interact with external tools and data sources. In the context of RTX Remix, MCP acts as a bridge between AI agents and the Toolkit’s functionality, exposing the REST API endpoints in a format that LLMs can understand and use through tool calling.
Please look out in the near future for the NVIDIA RTX Remix Agent, coming as a default agent to Langflow soon. To learn how to set it up, check out our documentation page. More info
Quality of Life Improvements:#
When selecting any prim in the Stage Manager, it will now also be selected in the selection pane
Added PyCharm, VS Code, and Cursor Configuration Files
RTX Remix users can now set Render Categories in the Stage manager
Improvements to Build Process and Build Availability:#
We made a variety of changes to improve the Toolkit build process and make the latest builds more accessible.
Improved stability and solved various issues with the Toolkit Building Process for modders and open-source developers
Toolkit nightly builds are now accessible through GitHub Actions, making it easier to access the latest version of the Toolkit without building it yourself. For the latest nightly release, check here.
When modders download Toolkit nightly builds, they will also receive more up to date changes to the renderer powering the RTX Remix Viewport than they did before
Bug Fixes (RTX Remix Toolkit)#
Solved various crashes and made improvements to stability
When deleting a replacement, the original asset will now be automatically selected
Fixed Quick Start Guide link on the Toolkit home page
Fixed an issue where previewing grayscale images would show incorrect colors (like red) (REMIX-3900) GH-722
Fixed how multi-selection and the hide/show toggles interact. Now, all multi-selected entities will be hidden or made visible when toggling
When adding a new layer, it will now properly adopt the metadata of its parent layer
Fixed an NRC initialization error upon loading captures (REMIX-4084) GH-808
Fixed an issues with Stage Manager tabs not refreshing
Fixed labeling when pinning a selected object in the material properties pane (REMIX-4082)
After duplicating a prim, it will now be properly selected (REMIX-3970) GH-732
Fixed an issue with deleting meshes with multiple instances (REMIX-3559) GH-610
Cleaned up various error messages in the Kit log/terminal
Fixed Drag and drop function with the AI Texture tools to properly support image file extensions (ex: .png, .jpeg, and .jpg file)
Fixed an error message that would occur when ingesting textures that feature extensions with uppercase spelling
The “Recent Project” list on the home page now updates instantaneously whenever a project is created or opened
Fixed crash when previewing normal maps (or any non-RGBA textures)
Removed verbose printing to improve Toolkit performance.
Bug Fixes (RTX Remix REST API)#
Fixed
get_texture_material_inputsAPI endpointFixed
is_valid_texture_primAPI validator
RTX Remix Runtime/Rendering#
New Features#
Better Tonemapper: Improved the accuracy of the ACES tonemapper to preserve highlights better and prevent oversaturation.


Brightness Slider: Introduced a global brightness slider in the User Graphics Settings menu that can be used to adjust the look of the game to meet the monitor’s output

RTX Volumetrics: Volumetrics now supports heterogeneous fog as a global setting in the runtime.

Performance and Memory Optimizations:#
Optimized performance and memory usage by adding BVH refit and instancing support
For lower VRAM GPUs, Opacity Micro-Map will now consume less VRAM
Finetuned NRC training parameters to increase performance and lower memory usage. With DLSS Performance mode at 4K resolution, NRC Ultra, we saw a decrease of 166 MB memory usage. With 1080p Balanced NRC Medium, we saw a decrease of 92 MB. FPS saw a 2% improvement at 1080p on 3060, though performance gains may vary depending on GPU, workload, and settings.
Improved memory usage for RTX Skin
Improved performance by limiting max bones per vertex for skinned characters and assets. There is a new
rtx.confoption called rtx.limitedBonesPerVertex, which defaults to 4.Optimized memory usage of renderer to better reuse memory across graphics features (ex: saves 25MB at 1080p, more at higher resolutions).
Image Quality & Compatibility:#
The “animated water” texture category now features improved water responsiveness, reflections, refractions and ghosting with ray reconstruction. The animated water texture category now also works properly in more games.
Ray Reconstruction now features a new option to improve image stability when dealing with surfaces that lack motion vectors (ex: animated water, animated textures, etc.), in exchange for slightly worse image clarity around those textures. To toggle the feature, look under Denoising > DLSS-RR > Disocclusion Mask > “Blur”

For Developers/Contributors:#
Migrated Bridge into the dxvk-remix repo
Migrated MDL files into the dxvk-remix repo
Refactored and cleaned up RtxOptions to better support future RTX Remix features. Simplified and standardized the RtxOption API.
Re-enabled the option to manually recompile shaders option in the advanced developer menu, under the “Dev Settings” tab:

Exposed a new developer tool to help track resource aliasing opportunities. Developers can find it here: Dev Settings tab > Developer options > Resource Aliasing Query
Changed how texture hashes are sorted in
rtx.confAdvanced Developer Menu now provides a “Composite Debug View” setting under Rendering Tab > Debug. Developers can view multiple debug views simultaneously from a predefined list

Community Contributions#
Added a Contribution guide on how to effectively contribute to the RTX Remix open source runtime. It is available in the “project documentation” section at the bottom of the DXVK repo. Thank you to community contributor “anchorlightforge” (Github PR #70) for submitting the code for this change.
Removed Git tracking for deployment binary folder. Thank you to community contributor “xoxor4d” (Github PR #81) for submitting the code for this change.
Fixed links in the RTX Remix SDK documentation file. Thank you to community contributor “ElitecombineSoldier” (Github PR #85) for submitting the code for this change.
Corrected VirtualKeys parsing for custom keybinds. Thank you to community contributor “skurtyyskirts” (Github PR #95) for submitting the code for this change.
Bug Fixes:#
Path Tracer:
Path Termination Fixes. Fixed invalid direction samples being used to continue the path. Fixed Russian Roulette to take recent sampled direction’s throughput into account.
Fixed incorrect secondary sky reflections in Primary Surface Replacement (PSR)
RTX Skin:
Fixed an issue where green corruption could occur when RTX Skin’s transmittance value was set too low
General:
Disabled Anti-Culling when free camera is activated to prevent artifacting, as this combination is not supported.
Fixed parsing of USD vertex color and vertex opacity attributes.
Fixed Vulkan Validation Layer errors.
Fixed resource aliasing bug when taking a screenshot via Developer Menu.
RTX Volumetric Attenuation Fixes:
Fixed bugs with attenuation calculations
Fixed heterogeneous fog time scale
Fixed an issue with the volumetric atmosphere centering around the origin instead of below the camera.
Fixed translated world space for atmospheric volumetrics.
Fixed visual issues with volumetrics when the player loaded/reloaded a level or experienced a large camera cut
Fixed thread pool task result memory order for weakly-ordered systems.
RTX Remix Release 1.0 Notes (3/13/2025)#
We are excited to announce the official 1.0 release of RTX Remix.
Note: From now on the Toolkit version will follow the runtime version (1.0.0) and they will continue to be released together.
RTX Remix comes out packed with new state of the art graphical features to empower you to build more beautiful worlds and characters in your mods. And the runtime has been upgraded with new neural rendering with DLSS 4 and Neural Radiance Cache to improve the experience playing Remix mods. DLSS 4 Transformer model ensures everything you create will retain more detail, allowing your artistic vision to translate more perfectly to the screen. With Multi-Frame Generation, path traced mods soar up to 8X performance over native. And, RTX Remix debuts the world’s first neural shader, Neural Radiance Cache–an AI approach to estimating indirect light more accurately and performantly, that trains on your live game session as you play.
Let’s get into the details:
Improved RTX Remix Rendering#
DLSS 4 Multi-Frame Generation: DLSS 4 allows you to generate up to 3 frames per rendered frame, supercharging performance. In Half-Life 2 RTX, DLSS 4 MFG helps increase framerates by 10X over native at 4K, ensuring the game looks smooth no matter what bells and whistles you turn on.
DLSS 4 Ray Reconstruction Transformer Model: Ray Reconstruction has a new Transformer model that is much more accurate at accurately denoising ray-traced images, ensuring the highest degree of detail is retained. With the new Transformer model, even lower DLSS presets can look as good as higher presets with the old “CNN model” (Convolutional Neural Network). The image will be more temporally stable and overall much more enjoyable.
Please note, the Transformer model is a slightly heavier network than the CNN model. As a result, we’ve opted to automatically default to the CNN model at the “Low” and “Medium” presets to ensure people who are looking to claw back any performance on the table can secure it.
Neural Radiance Cache: NRC is a neural shader that estimates more accurate indirect light more performantly. While you play, a grid of tiny neural networks in world space train live on your game session, tailoring their approach to the content you are seeing in real time. The Remix pathtracer traces an extra, smaller set of long training ray paths that record radiance observed at each bounce to train the NRC with. Regular per-pixel ray paths then terminate earlier, generally at 2-3 bounces, at which point an indirect radiance from a multitude of additional bounces is inferred by AI. Because fewer bounces are calculated for the vast majority of ray paths (and are instead inferred), NRC improves performance in Half-Life 2 RTX by 15%.
It offers three graphical settings with tradeoffs between performance and indirect lighting accuracy: Medium, High, and Ultra.
Performance & Memory Optimizations: The RTX Remix runtime has seen a number of optimizations to performance in both CPU bounded and GPU bounded scenarios. The extent of this uplift may vary depending on the specific RTX Remix mod. Take a look at how performance is improved in Portal With RTX on a 5070TI:
Portal With RTX (Beta Runtime): 111 FPS
Portal With RTX (Release Runtime): 132 FPS
Portal With RTX (Release Runtime with NRC On): 155 FPS
Portal With RTX (Release Runtime with NRC + DLSS): 260 FPS
Performance and memory optimizations come on the back of a multitude of changes: Optimized memory and performance of BVH builds by utilizing instancing Limited max bones per vertex for skinned meshes Improved OMM budgeting to work better in scenarios using most of VRAM Added runtime normal compression for replacement assets to reduce memory usage Removed unnecessary resource allocations based on active graphics features Disabled rendering passes that are not needed for active graphics features Improved reuse of compatible resources’ memory across different rendering passes Reduced memory usage of ray tracing acceleration structures on lower memory GPUs Tweaked RTXDI quality settings for more performance when Ray Reconstruction is enabled Switched from host visible to device local allocations for mesh replacement buffers Optimized CPU cost of CreateSurfaceMaterial by caching and reusing RtSurfaceMaterial within the same frame Reused instance matching and projection decomposition to lower per instance CPU cost
New Texture Streaming: Optimizes VRAM usage to maximize texture quality within the available video memory budget. Players will notice assets streaming in faster, in higher quality more often, and will see “spilling” less frequently. Note: this will not necessarily decrease total VRAM usage, as RTX Remix always tries to use available VRAM efficiently to ensure highest quality textures are being seen.
Changes to Shader Compilation Remix will now only prewarm shaders that are actually being used, improving shader compilation time at first launch. Note that this may lead to shader compile stalls when changing Remix options that require different shader permutations. Added asynchronous shader compilation functionality and a progress UI when the game is compiling shaders during play
Bugfixes and Minor Changes#
RTX Remix Runtime:#
Improved Ray Reconstruction responsiveness with animated textures.
Updated NRD to 4.13 for better performance, sharper and more stable denoising
AnimatedWaterTexture now works for translucent materials
Fixed flickering in reflection & refraction rays that hit the sky
Fixed incorrectly hidden meshes after hide / show is used in RTX Remix
Added support for rays starting underwater or inside other translucent materials based on the game’s fog state
Fixed bugs with terrain and displace_out interactions
Improved free camera keyboard turning controls
Added max light intensity for light conversion
Corrected an issue with the Bridge where inputs would sometimes not be forwarded.
Added support for AddDirtyBox(), AddDirtyRect() and SetSoftwareVertexProcessing() API call forwarding.
Corrected an issue where certain bridge messaging systems ignored that timeouts were disabled, which could cause timeout related crashes if the default value was too low for the host application.
Corrected an issue where the bridge server or client could hang indefinitely when timeouts are disabled.
RTX Remix Toolkit:#
Fixed capture window behavior to avoid it hanging on other tabs
Fixed disclosure icon display so tree view and panels mean the same thing
Fixed display of Render Categories icon for only when applicable mesh objects are selected
Fixed various Stage Manager issues
Fixed layers panel performance in large projects
Fixed light selection behavior in selection panel
Fixed layer panel inconsistent muteness state
Fixed layer panel not refreshing after unloading stage + more fixes
Fixed ingestion bug for drag and drop
Fixed Tooltips on properties from USD schema which include a documentation string from the schema.
RTX Remix Release 0.6 Notes (12/3/2024)#
The latest release of the RTX Remix Toolkit and Runtime brings powerful new features and enhancements designed to take your modding experience to the next level. Here’s some of what the release has in store:
Introducing Experimental Features: Dive into cutting-edge tools early with the new “Experimental Features” menu. This allows you to test in-progress features and provide valuable feedback to shape their development.
Stage Manager (Experimental): the first experimental feature, Stage Manager, is a helpful UI that allows you to visualize every prim in your scene from an interactive list. For the first time, modders can easily access and edit prims that aren’t selectable within the viewport, and streamline their workflows. Share your feedback and ideas on our GitHub to help us refine Stage Manager and other experimental features.
RTX Remix in the NVIDIA App: RTX Remix is now available in the new NVIDIA App Launcher, offering faster startup times, reduced CPU overhead, and a seamless modding experience. We highly recommend all users download and mod through the NVIDIA App to take full advantage of these performance improvements.
Keep reading to see our detailed breakdown.
RTX Remix Runtime Release 0.6#
Features#
Big News for Gamers and Modders! 32-Bit Games Now Supported by the RTX Remix Runtime SDK! Elevate your favorite classic games with cutting-edge RTX technology.
Huge Performance Upgrades The RTX Remix Runtime 0.6 delivers a major leap forward in performance, offering large performance improvements in GPU and CPU-bound scenes. Whether you’re working on graphically demanding environments or intricate, processor-heavy setups, this update ensures a smoother and faster modding experience.
Enhanced Compatibility with Render Targets Introducing support for Render Targets, a technique used in classic games like Half-Life 2 to project scenes within scenes. This addition expands the range of games that can leverage RTX Remix, allowing modders to recreate and enhance iconic visual effects with greater fidelity.
See also
Look below for our detailed release notes, and for a full changelog, please click here
RTX Remix Toolkit Release 2024.5.1#
Features#
“Experimental Features” Menu Try the latest cutting-edge tools under development with the new “Experimental Features” menu. Access this option from the top-left hamburger menu and enable features that are still being fine-tuned. While experimental features may have some bugs, they provide an exciting glimpse into the future of RTX Remix. If you encounter issues or have feedback, help shape the development by filing an issue on GitHub.
Assign Texture Sets Simplify your asset texturing process with the new “Assign Texture Sets” option. Select one texture from a folder, and RTX Remix automatically pulls all relevant textures for that asset, saving you time and streamlining your workflow.
Stage Manager (Experimental) Revolutionize your project management with the all-new Stage Manager. This powerful tool provides a clear, categorized view of every prim in your scene—meshes, textures, lights, and more—allowing you to easily isolate, edit, or replace assets.
Note: Stage Manager is experimental and may experience performance issues with larger projects (10,000+ prims).
Advanced Filtering: Quickly identify and manage unreplaced or replaced assets.
Multi-Asset Editing: Make bulk changes to selected prims directly from the Stage Manager.
Viewport Integration: Center the camera on any asset, hide or unhide assets for efficient modding, and even edit elements not selectable in the viewport (like particles).
Example Workflow: Mod a tight, hard-to-navigate space, such as a train cabin, by hiding walls, editing interior assets, and unhiding the walls to complete your scene.
In the future, we’ll be looking to add more functionality into the Stage Manager. We hope you enjoy this early introduction.
Standalone NVIDIA App Installer/Launcher RTX Remix now operates independently via the NVApp Launcher. Enjoy faster startup times, seamless updates, and optimized CPU utilization for a smoother, more efficient experience.
End to End REST API Tutorial Added a tutorial on how to use the REST API to build a Blender Add-On.
Quality of Life Improvements#
Multi-Selection & Multi-Editing Make broad changes with ease. Select multiple objects—like lights—and adjust their properties simultaneously, such as intensity or color. This improvement streamlines your workflow, saving time and effort on repetitive edits.
REMIX-3600: Clarified Selection widget behavior and fixed issues.
REMIX-3051: Configured the save prompt to open during stage unloads with unsaved changes.
REMIX-2907: Added a warning when invalid file types are dropped for ingestion.
REMIX-3214, REMIX-3215: Added checks for layer type validation during project and mod file imports.
Improved the look of the scan file window.
Bug Fixes#
Hot-Reload Stability: Fixed hot-reload functionality by allowing the reuse of validators, improving reliability and reducing errors during reloads.
Material Tooltips: Resolved issues with material file path tooltips and copy menus for a smoother user experience.
Texture Set Assignment: Addressed problems with assigning texture sets, ensuring consistent and accurate assignments.
Lighting Panel: Fixed icon display issues for lights in the selection panel.
Stage Manager Performance: Resolved significant performance issues with the Stage Manager, enhancing usability, especially in larger projects.
Shell Script Permissions: Corrected shell script permission issues for better compatibility.
REST API Crashes: Fixed crashes in the REST API for select_prim_paths_with_data_model and append_reference_with_data_model, improving API stability.
Stage Manager Cleanup: Ensured all listeners are cleared when disabling the Stage Manager feature flag to prevent residual issues.
Features#
REMIX-3052: Added a new “reload last stage” workfile menu item.
REMIX-2874: Added a scan folder dialog for importing.
REMIX-3113: Added control over Parallel process count dropdown for ingestion.
REMIX-2518: Added external asset prevention/copying functionality.
Compatibility Improvements#
Added Data Migration documentation.
RTX Remix Release 0.5.1 Notes (5/13/2024)#
RTX Remix Toolkit Release 2024.4.1#
Light Shaping Tools Take control of your scene’s lighting with the ability to visualize and adjust attributes like intensity, radius, and direction directly from the viewport. Perfect your lighting with intuitive tools that make your scene shine.
Features#
REMIX-2674: Adding a check for similar textures and auto-populating texture fields.
REMIX-2779, REMIX-2780, REMIX-2781: Added light manipulators for RectLight, DistantLight, and DiskLight.
REMIX-2782: Added light manipulator for SphereLight.
REMIX-2137, REMIX-2138, REMIX-2139, REMIX-2142, REMIX-2842: Added microservices for the “Modding” & “Ingestion” sub-apps.
REMIX-3096: Added a right-click copy menu for selection tree items.
Added lightweight kit app for HdRemix image testing: lightspeed.hdremix.test-0.0.0.
C function binding to set RtxOption directly into the Remix Renderer.
Quality of Life#
REMIX-2722: Reduced default light intensities.
REMIX-3112: Changed displace_in slider range and default value to improve usability.
REMIX-3125: Calculate float slider default step size lazily.
Fixed documentation URL for release notes.
Fixed release notes version to match the release version.
Compatibility Improvements#
REMIX-2876: Updated to Kit Kernel 106.
OM-122163: Updated Remix manipulator to adapt omni.kit.manipulator.prim renaming.
REMIX-2880: Improved CI setup for merged repos.
REMIX-2880: Split PIP Archives between LSS, Flux & Internal Flux.
REMIX-2880: Updated to the latest public Kit SDK.
Bug Fixes#
REMIX-2872: Made the non-ingested asset message more descriptive.
REMIX-2789: Fixed ingestion queue scrollbar issues.
REMIX-2943: Made file extension validation case-insensitive.
REMIX-2684: Created camera light event.
Fixed various issues with microservices, added new endpoints, and improved functionality.
RTX Remix Toolkit Release 2024.4.0-RC.1#
Changed#
Updated the runtime included with the RTX Remix Toolkit to version 0.5.1
RTX Remix Runtime 0.5.1#
Bug Fixes#
Fixed an issue preventing the Remix runtime from starting on AMD hardware with the latest Windows drivers
RTX Remix Release 0.5 Notes (4/30/2024)#
With the latest update of RTX Remix, we’ve enabled modders to add DLSS 3.5 Ray Reconstruction for Remix mods. Look below for our detailed release notes, and for a full changelog, please click here
As a reminder, you can update RTX Remix by clicking the menu next to the “Launch” prompt on the RTX Remix Application page of the Omniverse Launcher.
RTX Remix Toolkit Release 2024.3.0#
Features#
Added a new “Teleport” action to teleport any selected object to your mouse cursor or the center of the screen. Teleport via the viewport sidebar or the Ctrl + T hotkey.
Added a new “Waypoint” feature, enabling modders to save camera positions as waypoints and snap the camera to them. Waypoint options can be found in the top right corner of the viewport. By default, opening a capture will save the camera starting position as a waypoint.
Added DLSS 3.5 Ray Reconstruction to the Viewport
Material/object property panels can now be pinned for any selected asset, keeping them locked into view even after deselecting the object. This enables interesting workflows–for example, selecting a wall and locking its material properties panel, selecting a light near the wall and locking its object properties panel, and being able to simultaneously adjust the wall and light in relation to one another.
Added the option to unload the stage to reclaim resources without closing the app. This function is useful if you need to free up memory to do certain actions (for example, boot the game while running RTX Remix, or run RTX Remix’s AI Texture Tools). This option can be found in the top left menu.
Rearchitected AI Texture Tool and Ingestion processes to allow the RTX Remix Toolkit to run efficiently in parallel with them. Modders should have a much easier time multitasking while ingesting or AI enhancing assets.
Quality of Life Improvements#
ESC key now unselect all objects
Added sliders for all material and object properties
Closing RTX Remix with unsaved data will now present a save prompt, so that modders do not lose any progress. Also streamlined UX for going between open and saved projects.
Added a refresh button to the capture list, and improved thumbnail pop ins to be less disruptive
Grouped several material properties that lacked a parent category into their own “Other” category
Updated default light intensity values for all newly created lights to be much lower. Newer default behavior should pair better with more games.
Project creation now creates symlinks
Made several improvements to accessibility, text legibility and text clarity
Bug Fixes#
Attribute and material properties now properly behave with object selection and deselection
Fixed issues with material properties pane changing unexpectedly when using undo and redo functions
Fixed various responsiveness issues with the ColorField/color selector
Added headers to the capture list to help explain captures and replacement progress
Fixed crashes with the AI Texture Tools when processing DDS files
RTX Remix Runtime 0.5.0#
Note to modders–with RTX Remix Runtime 0.5 we have removed an option that was causing excessive ghosting with no benefit
to users. If your project requires you to remain on an older RTX Remix Runtime, we advise you to check your rtx.conf
file, and ensure rtx.enableDeveloperOptions = false.
Features#
Added DLSS 3.5 Ray Reconstruction to RTX Remix, making it possible for modders to improve image quality with this AI powered denoiser. With ray reconstruction, path traced lights update faster, reflections and thin light detail are more stable, and texture details can pop more. Learn more about ray reconstruction and its benefits for RTX Remix modding in our GeForce article
Added the d3d8to9 wrapper to the runtime release. The d3d8to9 wrapper was an essential file modders had to manually add to their runtime package in order to unlock proper compatibility in DirectX 8 titles. Now, we include it automatically–modders should find highly compatible DirectX 8 games to work better out of the box thanks to this change. This change should not impact non-DirectX 8 titles.
Significantly changed the texture tagging flow, which is essential to properly setting up a game with RTX Remix. We’ve added several new options that should streamline how advanced users interact with these menus. These changes are likely to undergo further iteration, and we encourage any early feedback on them.
We’ve changed how texture tagging works when the “Split Texture Category List” option is toggled on. When “Split Texture Category List” is toggled on, opening or hovering over a texture category selects it (indicated by it turning orange). Left clicking a texture in the gameworld or the category list will automatically assign it to the currently selected texture category. Right clicking a texture in the game world or in the Remix runtime category lists will give users the very familiar texture selection drop down menu to choose from all of the available texture tagging options. Please note, you must have a texture category selected to tag textures in this mode.
We’ve also added an option to only view texture categories that contain textures you have already tagged. You can select this by toggling the “Only Show Assigned Textures in Category Lists” checkbox. When checked, untagged textures will appear in their own “Uncategorized” category
Thank you to community contributor “xoxor4d” (Github PR #49) for submitting the code for this change. We look forward to further improving how game setup and texture tagging works in RTX Remix.
Quality of Life Improvements#
Improved stability and performance in shader-based games by enhancing the vertex capture system
Resolved visual artifacts, like banding, with tonemapper by introducing blue noise driven dithering. To enable this feature in the RTX Remix Runtime menu, go to “Post-Processing” > “Tonemapping” and set “Dither Mode” in the dropdown to “Spatial + Temporal” (uses a noise pattern that changes over time) or “Spatial” (uses a static noise pattern). The config options for these settings are
rtx.localtonemap.ditherModeandrtx.tonemap.ditherModefor the local and global tonemappers respectively. These config options can be set to 1 for Spatial dither mode or 2 for Spatial + Temporal dither mode (or 0 to disable dithering).Added config options to hide the RTX Remix splash banner (
rtx.hideSplashMessage = True/False) and to display a custom welcome message to the user on startup (rtx.welcomeMessage = “example text”)Added option to pass the original game’s cubemaps to RTX Remix’s backend. This enables cubemap textures to be used for tagging. Note that cubemaps will not render correctly, and draw calls that reference only cubemaps are not usable in Remix. To enable this feature in the RTX Remix Runtime menu, go to the “Game Setup” tab > “Step 2: Parameter Tuning” > “Heuristics” and check off “Allow Cubemaps”. Or, use the config option
rtx.allowCubemaps = True.Added the ability to ignore baked lighting associated with certain textures. This is useful in cases where the game bakes out lighting to vertex colors or texture factors (rather than lightmaps). To use this feature, in the RTX Remix Runtime menu’s “Game Setup” tab, as part of the texture tagging workflow, there is now a new category called “Ignore Baked Lighting Texture”.
Added the option to configure various RTX Remix systems that rely on a game’s world space coordinate system (ex: terrain baking) to assume a left-handed coordinate system.
When modding a game with a left-handed coordinate system, you may notice that terrain, even after being properly tagged in the Game Setup tab, still looks incorrect. Open the RTX Remix Runtime menu, and in the “Game Setup” tab, under parameter tuning check off the “Scene Left-Handed Coordinate System” checkbox, and suddenly all of these systems, like terrain baking, should begin to work properly. The config option for forcing these rendering systems to assume a left handed coordinate system is
rtx.leftHandedCoordinateSystem = True.Thank you to community contributor “jdswebb” (Github PR# 65) for submitting the code for this change.
Added an option to use AABBs to differentiate instances, and therefore track them better across frames. For gamers, that means less ghosting and flickering for animated objects and skinned meshes in motion. To enable this feature, open the “Game Setup” tab of the RTX Remix Runtime menu, select “Step 2: Parameter Tuning” > “Heuristics” and toggle on “Always Calculate AABB (For Instance Matching).
Thank you to community contributor “xoxor4d” (Github PR# 67) for submitting the code for this change.
Improved how RTX Remix mods run for Steam Deck and Linux AMD users, thanks to optimizations for RADV drivers.
Thank you to community contributor “pixelcluster” (Github PR #63) for submitting the code for this change.
Improved the consistency of distant lights, making them update properly when changing or reorienting them. This fixes bugs in certain scenarios like when a distant light was parented to a mesh that rotates.
Thank you to community contributor “mmdanggg2” (Github PR #66) for submitting the code for this change, and thank you to “Kamilkampfwagen-II” for reporting the issue on GitHub (issue #49).
Enabled the function logging feature in the RTX Remix Bridge found within the “Debug” build to also be in the “Debug Optimized” build.
Added an option
logServerCommandsto the RTX Remix Bridge to write what commands the server is processing to theNvRemixBridge.logfile. To enable, in thebridge.conffile found alongside the NvRemixBridge.exe, setlogServerCommands = Truewith no leading # mark. Ifbridge.confdoes not exist, you can get it from https://github.com/NVIDIAGameWorks/bridge-remix/blob/main/bridge.confAdded an additional logging mode that includes the messages of logServerCommands, and status information from the RTX Remix Bridge client/server messaging systems. This can be helpful for catching potential bridge messaging issues. To enable, in the
bridge.conffile found alongside theNvRemixBridge.exe, setlogAllCommands = Truewith no leading # mark. Ifbridge.confdoes not exist, you can get it from https://github.com/NVIDIAGameWorks/bridge-remix/blob/main/bridge.conf
Compatibility Improvements#
Made several changes to the RTX Remix Bridge that enhance compatibility across a variety of games
Fixed an issue that would cause certain games to hang. There was a deadlock in the RTX Remix Bridge where the client would be blocked waiting for a shared buffer to be read, thinking that the server was behind, while the server was in actuality caught up and waiting for a new command. The client was improperly telling the server that it had overflowed the shared data buffer because the command sending code was not distinguishing between a pointer with valid data to send (which has non-zero size on the buffer) and a null-pointer (which has zero size on the buffer).
Fixed crashes, graphical errors, and unexpected behavior caused by games running with RTX Remix by stalling the data queue in the RTX Remix Bridge when a write would overflow the queue while the overflow flag was already set.
Improved certain incompatibilities where RTX Remix would close unexpectedly or stop updating the visuals (while audio continued to play). To correct an issue where a command processing thread could prematurely terminate if starved of commands for the bridge timeout duration, RTX Remix Bridge server timeouts are now disabled. Additionally, we now close the RTX Remix Bridge client on unexpected bridge server closure.
Bug Fixes#
Fixed issues with texture capture, capture stutter, and capture corruption in certain titles
Improved reliability of the RTX Remix Bridge build system.
Sped up how quickly the RTX Remix Bridge informs the host game about invalid calls to
SetTransform(). The RTX Remix Bridge client now verifies theD3DTRANSFORMSTATETYPEargument for calls toSetTransform(), and in the event the argument is invalid, it returnsD3DERR_INVALIDCALLto the caller instead of making a round trip call to the RTX Remix Bridge server and the dxvk-remix component of the RTX Remix Runtime.
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