Those interested can download the Max Payne RTX Remix Path Tracing demo from here.A modder is working on his own Max Payne RTX Remix mod with path tracing and a free demo has now been made available.
Some days ago we reported on an impressive Call of Duty 4 RTX Remix Path Tracing mod, and today we wanted to share this magnificent demo for this upcoming Max Payne RTX Remix Path Tracing mod. Created by modder 'Slasks Psykbunker', this project is rather exciting and offers remastered character models, assets as well as custom light sources.
ReShade 6.0 is no exception. Among other things, it introduces support and special handling for RTX Remix (due to launch in Open Beta in a week from today), and most interestingly, it adds APIs for ray tracing and mesh shading.
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Judging from the changelog, it sounds like shader developers might be able to utilize the hardware support for these technologies in unprecedented ways. For example, ray tracing was famously available through MartyMcFly's RTGI and other similar techniques, such as NiceGuy's Complete RT, but none of them could tap into the hardware acceleration available in GPUs like GeForce RTX or AMD's Radeon RX 6000 and 7000 Series. If this assumption is correct, ReShade 6.0 might be a true game-changer.
With the imminent official release of the beta of RTX Remix, modder skurtyyskirts shared some amazing work he did remixing Tomb Raider 2 with RTX Remix.
The textures are point sampled most likely - the original game in software mode had that (and I think maybe if you used rendition veritae?)Why are there point sampling artifacts?
And then finally, like you noted, the AI texture tools. That's the last kind of new thing that the RTX Remix toolkit is gonna enable, which lets users increase their pixel counts by 4X. It's a super-resolution network and then it's also a generative AI network where it will create physically accurate materials on the fly.
It will analyze the texture and go, is that rock? Is that wood? Well, here's what the normal map should look like, and here's what the roughness map should look like, and now it'll reflect light properly like it was really rock or wood and all those cracks and crevices are gonna be more defined and will look 3D because it's using a normal map whereas the original was just flat.
The AI model behind RTX Remix’s AI Texture Tools is our own proprietary model trained on our in-house dataset.
A faithful remix of Unreal would be great to see and play. I hope someone with the required talent and perseverance is working on it.Hmm, now I want to see if I can get the original Unreal working with RTX Remix...
The problem wouldn't be in AI not being able to do that, but in the results: mixed quality assets or contrasting quality between the objects and the world, as well as unpredicted changes that could alter object interactions. I'm just thinking of Tomb Raider, as an example: hi-res objects in that world made out of rectangles. On its time, I remember that happened to some degree, being a few objects quite detailed in comparison to the static world, but I don't know how a way higher contrast would look/feel. But then again, the realistic lighting looks totally out of place... but amazing , so who knows!The mods this is going to enable are insane. And that AI based texture tool is pretty incredible. How long before we get something similar for geometry?
For example I can't imagine an AI model having any problem identifying common objects like trees, vehicles and NPCs and replacing them with a generated high fidelity version.
At the end of the day it's a tool. It can yield insanely amazing results but it needs an artisan in charge.The problem wouldn't be in AI not being able to do that, but in the results: mixed quality assets or contrasting quality between the objects and the world, as well as unpredicted changes that could alter object interactions. I'm just thinking of Tomb Raider, as an example: hi-res objects in that world made out of rectangles. On its time, I remember that happened to some degree, being a few objects quite detailed in comparison to the static world, but I don't know how a way higher contrast would look/feel. But then again, the realistic lighting looks totally out of place... but amazing , so who knows!
Possible, yes (actually, I think it's pretty plausible we'll see that), but it implies a lot of additional work.