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DarioSamo
/
sm64rt-legacy-renderer
MIT License
71
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Mac version possible?
#70
fred-boink
opened
2 months ago
0
Fix XeSS on ARC hardware
#69
DarioSamo
closed
1 year ago
0
Xess
#67
DarioSamo
closed
1 year ago
0
What packages are required in visual studio?
#66
Xii-Nyth
closed
2 years ago
1
Dev
#65
DarioSamo
closed
2 years ago
0
Introduce API check embedded into header to make sure RT64 is not initialized with an incompatible API version and allow changing DLLs freely
#64
DarioSamo
opened
2 years ago
0
Enable Optimus export flag.
#63
DarioSamo
closed
2 years ago
0
Yeet DLSS alternate builds and directory, use submodule instead.
#62
DarioSamo
closed
2 years ago
0
Include NVIDIA DLSS repository as a submodule instead of making the user provide the headers and libraries
#61
DarioSamo
closed
2 years ago
0
RTXDI and RTXGI
#60
DarioSamo
opened
2 years ago
2
Lighting in linear space instead of SRGB
#59
DarioSamo
opened
2 years ago
0
PBR
#58
KingOfSpadesJFK
closed
2 years ago
2
PBR
#57
KingOfSpadesJFK
closed
2 years ago
0
Nearest neighbor upscaling option (on the same option as bilinear)
#56
DarioSamo
opened
2 years ago
0
Adaptive Exposure from Luminance Histograms
#55
DarioSamo
closed
2 years ago
1
Mipmap generation reported as broken by AMD users
#54
DarioSamo
opened
2 years ago
1
Spatiotemporal Blue Noise Textures
#53
DarioSamo
opened
2 years ago
1
FidelityFX Denoiser for Shadows
#52
DarioSamo
opened
2 years ago
0
Underwater caustics
#51
DarioSamo
opened
2 years ago
0
Dev
#50
DarioSamo
closed
2 years ago
0
Clean reprojection history when recreating buffers
#49
DarioSamo
closed
2 years ago
0
Generate unique material ID for each shader/texture combination found in the renderer
#48
DarioSamo
opened
2 years ago
0
Dynamic samplers
#47
DarioSamo
closed
2 years ago
0
Make ray differentials sample at internal res when DLSS isn't used
#46
DarioSamo
opened
2 years ago
0
Get rid of mip level bias setting
#45
DarioSamo
closed
2 years ago
0
Add fog to refraction ray
#44
DarioSamo
closed
2 years ago
0
Dlss
#43
DarioSamo
closed
2 years ago
0
Check if normal maps are applied correctly on vertical surfaces
#42
DarioSamo
closed
2 years ago
0
AMD hardware glitches around borders of geometry when several solid pieces of geometry are found by the same ray in the anyhit shader
#41
DarioSamo
closed
2 years ago
5
Indirect shader from deferred renderer currently crashes the AMD driver when creating the pipeline state
#40
DarioSamo
closed
2 years ago
1
Implement TAA
#39
DarioSamo
closed
2 years ago
2
Ray picking is broken with new deferred renderer
#38
DarioSamo
closed
2 years ago
0
Deferred
#37
DarioSamo
closed
3 years ago
0
Make separate shading layer for alpha effects on deferred
#36
DarioSamo
closed
3 years ago
0
Fog is broken in deferred renderer
#35
DarioSamo
closed
3 years ago
0
Water in deferred renderer doesn't look like it did before
#34
DarioSamo
closed
3 years ago
0
Add an option to not consider the previous camera for motion vectors
#33
DarioSamo
closed
3 years ago
0
Add the NoGI ambient light to transparent objects in dev
#32
DarioSamo
closed
3 years ago
0
Quarter resolution and half resolution reflection options
#31
DarioSamo
opened
3 years ago
0
Move ambient light to scene description and make versions for with and without GI
#30
DarioSamo
closed
3 years ago
0
Make eye light configurable
#29
DarioSamo
closed
3 years ago
0
Check if self light is working on transparent materials on simple light pass
#28
DarioSamo
closed
3 years ago
0
Ignore normal factor is not being considered on distributed light sampling
#27
DarioSamo
closed
3 years ago
0
Dev
#26
DarioSamo
closed
3 years ago
0
Max lights setting should affect alpha hits as well if it's just one light
#25
DarioSamo
closed
3 years ago
0
Double diffuse texture sampling support
#24
DarioSamo
opened
3 years ago
0
Dev
#23
DarioSamo
closed
3 years ago
0
Specular map support and conversion of "normalMapScale" to "uvDetailScale".
#22
Ridge-Racer
closed
3 years ago
1
Add minimal compilation macro for builder2 version
#21
DarioSamo
closed
3 years ago
1
Post processing
#20
erherhh4herh
opened
3 years ago
1
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