NVIDIAGameWorks / rtx-remix

Combined repo for the RTX-Remix runtime
https://www.nvidia.com/en-us/geforce/rtx-remix/
MIT License
1.37k stars 69 forks source link

[Runtime Feature]: Additional Remix Api Methods #574

Open xoxor4d opened 2 months ago

xoxor4d commented 2 months ago

What is the context of the feature/improvement?

Extending the feature set of the remix api.

While the current api already allows for a lot more freedom and interaction with the runtime, it's fundamental scope is to directly interact with the remix renderer without relying on the d3d pipeline and thus, it's lacking a few features for projects that are either not open source or just need simpler methods (game script methods in a way).

Please describe the feature/improvement?



What would be your solution? (optional)

No response

Version

latest

Media

I've posted a video in the showcase channel on the remix showcase discord with remix variable transitions: https://discord.com/channels/1028444667789967381/1028600697463263314/1269343492199420009

Night1099 commented 2 months ago

Adding onto Mesh / Material Properties or if another route is thought of

Once we have the ability to talk to meshes not created by API, or if we can manually set a hash

A way to kinda custom AntiCull via saving a meshes hash and force drawing it.

Since the cull is done after a mesh is rendered, the ability to manually set a force draw on that mesh at all times

Its explained more below but tldr would be, I have access to a stable hash, game culls it ,would there be a way to freeze it and force it to draw.

Or possibly in a capture a way to freeze a mesh

WALL OF TEXT FOR PER GAME PROBLEM IM TRYING TO SOLVE AND MAYBE IT WOULD BENEFIT OTHER GAMES

For C&C Renegades:

There is a way to turn off culling but it makes playing unstable and almost unplayable frame rates.

anti culling doest work at all in the game, but all hashes are stable, and the culling is odd, if you walk into a room in back of a church and barely don't look at a wall or roof or floor it will cull and bleed in light, and I can find no stable meshes on any map, so literally if it could remember all manually set meshes it would be an easy fix, I've thought about manually putting on more meshes attached to opposite cull

Ie floor mesh attached to roof, right wall attached to left wall, but that is a stupid amnt of work

Thanks!

NV-LL commented 2 months ago

REMIX-3419, 3420, and 3421 for tracking each feature separately