Comments (3)
There is not really support past DirectX 9. DirectX 10 removed fixed function which is required for Remix to work, it was only in DX 9 really for compatibility purposes anyways (since it originated from DX 7).
In addition, games even around DX 9 times and especially later on once Fixed Function was removed rely more on shaders which makes it essentially impractical to extract the information Remix needs about the game through API calls (e.g. camera matrices, light properties, geometry information, skeletal animation information, material textures). This is also why Remix works best with games designed more around a DirectX 7/8 era of behavior, as the more they use shaders even in DirectX 9 the harder it gets to deal with them.
It's in theory possible to extract this information with a lot of per-game effort (essentially hijacking the buffers and data given to shaders and parsing it in a way specific to that game based on known layouts of information) but that is a lot more complicated than how Remix works currently.
Do note DXVK itself (the project Remix is based on) supports up to DirectX 11 fine, but Remix is unable to work reliably past DX 9 for the previously mentioned reasons.
As for what we can do about it, we do already document that Remix mostly only works with DirectX 9 (DX 8 can be shimmed), but do you think this should be stated more clearly elsewhere (I don't think it's mentioned a lot in this repository, just the parent one that contains both the Remix runtime and the bridge)?
from dxvk-remix.
Docs for compatibility are available here:
https://docs.omniverse.nvidia.com/kit/docs/rtx_remix/latest/docs/remix-overview.html#compatibility
from dxvk-remix.
do you think this should be stated more clearly elsewhere (I don't think it's mentioned a lot in this repository, just the parent one that contains both the Remix runtime and the bridge)?
Yes, very much so. It's not really visible at a quick glance and the existence of enable-d3d10
and enable-d3d11
in the meson's project config settings might mislead people, given there's no errors outputted by the project and the fact that it only asks for more dependencies (e.g. pxr.h
and other files that also seem to be obtainable by compiling OpenUSD). Also, an acquaintance of mine asked me if it was possible to do so, due to how the RTX Remix readme mentions this, but not this repository's readme.
Thank you for the detailed info on the matter, and apologies for opening an issue for this topic.
from dxvk-remix.
Related Issues (20)
- Debug build usability issues HOT 1
- Models not rendering during Remix runtime HOT 7
- sky light stop working HOT 3
- Alpha blend smoke over alpha test has sorting issues - Call of Duty 2 HOT 13
- Mobile Forces - why no loaded all textures? HOT 2
- GitHub Actions - Choco Regression Breaking Artifact Builds HOT 2
- Simplify installation HOT 3
- Compatibility with NRD 4.2.2 HOT 1
- Meshes whose textures were marked as "Sky Textures" can't be captured nor replaced HOT 3
- [REMIX-2074] Crash in GTA:SA HOT 5
- Anti-Culling feature doesnt work in NFS Most Wanted HOT 1
- Vertex Capture regression identified: "Meshes Exploding" or garbled when viewed from certain angles. HOT 3
- Shadows move with Camera in GTA San Andreas HOT 4
- A list of errors given on lego lotr HOT 3
- Portal RTX is not working with last NVIDIA drivers HOT 3
- dxvk native support? HOT 7
- Metin 2 - Constant crashing issue
- Link is off HOT 2
- Versions above 0.2.0 lack dawn of war (dx9b/c) support. HOT 1
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