NVIDIAGameWorks / rtx-remix

Combined repo for the RTX-Remix runtime
https://www.nvidia.com/en-us/geforce/rtx-remix/
MIT License
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[Runtime Feature]: Further Anti-Culling Improvement #571

Open skurtyyskirts opened 1 month ago

skurtyyskirts commented 1 month ago

What is the context of the feature/improvement?

To further enhance the anti-culling in the RTX-Remix runtime, particularly to assist with older games where the rendering area is very limited. This improvement aims to maintain a seamless visual experience by ensuring that areas previously seen by the player continue to be rendered, even when the game itself might stop rendering them.

Please describe the feature/improvement?

Enchanced anti-culling would help remember to render the world around the player/area. Helping prevent light from leaking onto scenes and to better implement path tracing into older games without the need for more trivial coding or getting into older games codes.

What would be your solution? (optional)

One potential solution is for the runtime to map out the surroundings as the player moves through the game. This mapping would allow the runtime to remember and continue rendering objects and environments that were previously in the player's view. Additionally, a concept of a "backdrop blanket" could be implemented, where a static rendering layer persists in the background, maintaining the integrity of the scene even if the game stops rendering certain parts. This approach would help mitigate the culling issues commonly seen in older games. Maybe the mapping could be done through captures? Like the runtime would remember the order things have been rendered in from the mod.usda - and through that mod it would know what's rendered and where walls/roofs should be. Just brain-storming, no developer here, just imagining :)

Version

2024.3.1

Media

No response

NV-LL commented 1 month ago

REMIX-3423 for tracking