RTX Remix


Enter NVIDIA RTX Remix, a free modding platform built on NVIDIA Omniverse that enables modders to quickly create and share #RTXON mods for classic games, each with enhanced materials, full ray tracing, NVIDIA DLSS 3, and NVIDIA Reflex.

RTX Remix is able to capture the textures, geometry, lighting, and cameras thanks to an innovative, custom D3D9 Runtime called the RTX Remix Runtime. Classic games like Morrowind use the D3D9 runtime to send draw calls (rendering instructions) to the GPU. RTX Remix Runtime intercepts those draw calls, interprets them into distinct assets, and reassembles those assets into an identical scene. From there, RTX Remix converts the assets and scene into the widely adopted Universal Scene Description (USD) open 3D framework, which is the foundation of the NVIDIA Omniverse platform for building and operating custom 3D pipelines.


Since RTX Remix is built on NVIDIA Omniverse, these USD game assets can easily be imported into the RTX Remix application, or any other Omniverse app or connector, including game industry-standard apps such as Adobe Substance 3D Painter, Autodesk Maya, 3ds Max, Blender, SideFX Houdini, and Epic Games’ Unreal Engine. Mod teams can collaboratively improve and replace assets, and visualize each change, as the asset syncs from the Omniverse connector to Remix’s viewport. This powerful workflow is going to change how modding communities approach the games they mod, giving modders a single unified workflow that allows them to carry their knowledge forward to a variety of titles, enabling the remastering of a diverse set of games without having to learn a multitude of proprietary tools.

Good video that steps through the RTX Remix workflow at a really high level - shows modifying meshes, textures, lights, and some integration with 3rd party tools.

Well, that looks like it has some potential eh! DirectX 8 and 9.

NVidia Lightspeed Studios made some NVidia Shield ports like Half Life 2 and Doom3.
Because the RTX Remix Runtime intercepts draw calls which are placed at the very last stage of the graphics engine, so I wonder how skinned meshes and procedural geometries are handled in the runtime.
PC Gaming Wiki lists a bit over 500 DX8 games, and ~2700 DX9 games.
The geforce 4mx was a dx7 class card (sort of a rebranded/updated geforce 2 gts with the geforce 4ti's memory controller) it lacked pixel and vertex shaders.
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RTX Remix - Q&A with Nvidia

My curious about the procedural geometry has been answered.
For RTX Remix, the question has a fairly complicated answer. It depends on if a mesh/texture will be procedurally generated the same way every time–if it is, it's essentially treated as a static mesh/texture from our perspective.

With the RTX Runtime (component of RTX Remix), we look at draw calls and motion vectors to see if an asset is present at runtime, and we replace it if we are able to identify it. As long as the modder captures even one scene with the generated asset/texture, we will be able to replace it. If the asset has a true dynamic mesh (like trees blowing in the wind or a never before seen asset), then RTX Remix will be unlikely to identify the object, and therefore won’t be able to replace it.
Seems portal remix is broken to me. I can't do anything. Pressing the left stick, right stick, triangle, x, o, square.

Nothing happen
SWAT 4 with RTX Remix, barely tweaked, only skybox textures defined.

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