Announcement

Collapse
No announcement yet.

NVIDIA RTX-Remix 0.1 Released For Adding Path Tracing To Classic Games

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • QwertyChouskie
    replied
    Originally posted by Quackdoc View Post

    wait, tuxkart has a VK renderer? thats neat, Ill have to tinker around with that eventually
    The Vulkan renderer is currently very limited, there's no lighting/shader effects currently. Right now, it's mainly useful on the Raspberry Pi where the lower overhead makes a big difference, and shader effects are too heavy anyways.

    Leave a comment:


  • Quackdoc
    replied
    Originally posted by QwertyChouskie View Post

    Actually, STK does have a fallback D3D9 backend nowadays, it's used to make sure it's possible to run on Windows-on-Arm systems. So yes, it'd be possible to use this to make RTX SuperTuxKart. However, the better long-term solution is just to add proper native ray-tracing support to the (currently WIP) Vulkan renderer. Still, might be fun to mess around a bit with RTX Remix.
    wait, tuxkart has a VK renderer? thats neat, Ill have to tinker around with that eventually

    Leave a comment:


  • QwertyChouskie
    replied
    Originally posted by Eirikr1848 View Post
    In b4 tuxkart-rtx phoronix-test-suite benchmark when!?!!

    edit:actually though… 🥺
    Actually, STK does have a fallback D3D9 backend nowadays, it's used to make sure it's possible to run on Windows-on-Arm systems. So yes, it'd be possible to use this to make RTX SuperTuxKart. However, the better long-term solution is just to add proper native ray-tracing support to the (currently WIP) Vulkan renderer. Still, might be fun to mess around a bit with RTX Remix.

    Leave a comment:


  • rabcor
    replied
    Nvidias stupid as fuck naming sense...

    Raytracing is pretty much the ultimate realistic rendering technique.
    Path tracing is a highly optimized version of ray tracing.

    nvidia's raytracing was always path tracing, it was just partial path tracing implemented with a shitton of gimmicks. Nvidia now has support for full blown realtime pathtracing, this is great, but it was never raytracing, it was always pathtracing.

    They're just trying to pretend that their original implementation wasn't a broken half assed product, whereas what they've got now is what the intended product was always supposed to be. Real-time raytracing (or pathtracing i suppose). Now they have finally implemented what they promised RTX 2000 series cards would have support for lol. Just a lot of false advertising between there and now leading us to finally having the complete product available to us.

    But only if we have an RTX 4090 and a dedicated personal power station to power our PC while doing it. I'm personally more excited to see AMD's version of this tech. Now that Nvidia's actually done it AMD is gonna have to step up to compete.

    Leave a comment:


  • theriddick
    replied
    Didn't Quake and Portal RTX work on AMD cards? So this remix should work with AMD cards via DXR, maybe older cards too. However the performance will not be good above 720p.

    This sort of project needs some sort of FSR3.0 tech.

    Leave a comment:


  • L_A_G
    replied
    Originally posted by dimko View Post
    Who are you talking about? i was talking about game developers.
    Game developers was what I was talking about there...

    Leave a comment:


  • soulsource
    replied
    Originally posted by dimko View Post

    Software solution we discuss was to put raytracing WITH DLSS. No word of FSR anywhere

    Which sounds to me like pure marketing solution.
    "lets allow old games run with ray tracing and DLSS and fuck AMD with it, because any raytracing their cards will do will do much worse, since they can't enable FSR1 or 2 or any for that matter"
    FSR 1 just needs the final image to work, so it can be enabled for any game in a post-processing step. That's what the Steam Deck does.
    FSR 2 needs access to the game's velocity buffer. I strongly doubt it's possible to add it to a game that doesn't have a velocity buffer to begin with.

    Leave a comment:


  • dimko
    replied
    Originally posted by mdedetrich View Post

    Massive facepalm. FSR/DLSS is completely seperate/orthogonal to Ray tracing.
    Software solution we discuss was to put raytracing WITH DLSS. No word of FSR anywhere

    Which sounds to me like pure marketing solution.
    "lets allow old games run with ray tracing and DLSS and fuck AMD with it, because any raytracing their cards will do will do much worse, since they can't enable FSR1 or 2 or any for that matter"

    Leave a comment:


  • dimko
    replied
    Originally posted by L_A_G View Post

    Too lazy to implement? Like how they're too lazy to implement anything else from the start?

    Only issues I've seen so far have been relating to performance and not re-doing the lighting properly when it's been added in after the fact. What's happening now is that it's being added in from the start instead of traditional bodge solutions like pre-baked lighting and traditional global illumination.
    Who are you talking about? i was talking about game developers.

    Leave a comment:


  • Weasel
    replied
    Originally posted by Arthus View Post
    Can we talk about the fact that Nvidia - a company that isn't really well known for supporting and publishing OSS - is using a fork of DXVK (https://github.com/NVIDIAGameWorks/dxvk-remix/) and don't even mention the original authors in the README or some kind of explanation of the software. Also no explanation of what they changed and why this isn't upstream?

    Instead you have to go to the original license file (Nvidia re-licensed DXVK from zlib to MIT) to even get the names of the original authors:


    They even do the bare, bare minimum to comply to the original license:

    The license even _asks_ for an acknowledgment and Nvidia chose to ignore it.


    Also it seems like the total open source code of Remix is basically _only_ their DXVK fork. It intercepts the calls and sends them to their (currently) closed source RTX executable (NvRemixBridge.exe) if I understand the documentation correctly.
    Yeah, that's the issue with "free" licenses that aren't copyleft. And then you have people defending them while being "disgusted" by this, which is so funny, since it's the one thing they allow you compared to copyleft licenses like the GPL.

    Cope harder. Reap what you sow and all.

    Leave a comment:

Working...
X