Release Notes#
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 Remix 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.ditherMode
andrtx.tonemap.ditherMode
for 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
logServerCommands
to the RTX Remix Bridge to write what commands the server is processing to theNvRemixBridge.log
file. To enable, in thebridge.conf
file found alongside the NvRemixBridge.exe, setlogServerCommands = True
with no leading # mark. Ifbridge.conf
does 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.conf
file found alongside theNvRemixBridge.exe
, setlogAllCommands = True
with no leading # mark. Ifbridge.conf
does 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 theD3DTRANSFORMSTATETYPE
argument for calls toSetTransform()
, and in the event the argument is invalid, it returnsD3DERR_INVALIDCALL
to 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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