Hey, anyone here have any advice on what to do? I got Deus Ex booting with the rtx remix files and the raytracing does seem to work, but most the textures aren't showing up properly. I'll attach some files below.
You folks got an article written about you on PC Gamer
Modders are on an RTX rampage having added ray tracing to Half-Life 2, Max Payne and even SWAT 4
Nvidia's RTX Remix makes adding ray tracing to any old game incredibly easy.www.pcgamer.com
If you can get it to work I'll be grabbing an nVidia card to play it!Hmm, now I want to see if I can get the original Unreal working with RTX Remix...
I think fiddling with the mipmaps and anisotrophy might fix the black ground.GTA SA sorta works
The ignoring RTX remix but textures still showing normally happens on Lord of the rings ROTK too. Weirdly enough, it works on the loading screen (rotating one ring). Using d3d8to9.Been testing a number of games, just got Rainbow Six 3: Raven Shield to work after removing the intro videos. Almost exactly like SWAT 4, including the same problems with sky boxes, etc.
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Other games which I've got to work: Sniper Elite 1 (menu only), Hitman 2: Silent Assassin (Agent 47 is invisible besides a tie, really hit or miss), Ford Racing 3 (crashes almost instantly but gets in game). Also have seen folks saying Restaurant Empire 2 and Hitman: Blood Money work but I haven't tested those.
There's also a few odd games such as Garfield Saving Arlene and Petz Catz 2 which seem to completely ignore RTX Remix but still show textures normally in the RTX panel. Curious as to how that happens.
I don't think Nvidia are seriously expecting community artists to take up and learn how to use Omniverse just to be able to edit in-game assets. Omniverse isn't even available for public use ...Yeah, she followed upon my article on Wccftech. Anyway, I do hope this helps NVIDIA understand how eager the community is for this tool to be actually released!
Portal RTX being the only official mod so far means that the tool requires a fragile set of conditions which probably includes dedicated support from Nvidia itself as well to be able to release mods in a usable state ...
This was actually my thought last night while dorking with the original Unreal... It dawned on me most of the texture transparency glitchiness could be plausibly linked to mipmap levels and/or anisotropy. I was trying to think of a way to fully disable all mipmapping "just to see" and was gonna check it out when I get home tonight.I think fiddling with the mipmaps and anisotrophy might fix the black ground.