NVIDIAGameWorks / NVIDIAGameWorks/rtx-remix

[Feature Suggestion] Use stable hashes/debug info as Post-Processing Triggers

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Description

Feature Description

  • A modder noted that the current rtx.conf system is not optimal for games with widely varying environments. While Portal is mostly contained to sci-fi environments, many other games include a variety of locales such as time-of-day changes, desert regions versus modern cities, etc. and making a single post-processing environment to accommodate all options limits the artistic range possible.
  • One potential improvement would be the ability to create and load Post-Processing Profiles, saved separately from rtx.conf that can be loaded at runtime when selected.
  • Another potential solution would involve being able to use debug information from the game's existing console, stable geometry/texture hashes (e.g. a specific skybox or level-specific background prop), or other reliable information that only appears in specific levels to select different post-processing settings/presets.
    • This way, modders can create triggers for post-processing-- e.g., a sunset skybox triggering a dusk preset, or a specific sand texture that only appears in one level triggering a more arid and harsh post-processing preset.
  • These features would allow developers greater control and freedom over their artistic presentation in scenes, as opposed to having a single post-processing setting across the entire project.

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First steps

  1. Read the whole issue, then the project's contributing guide.
  2. Comment on the issue to say you are picking it up — it saves two people doing the same work.
  3. Fork the repository and make your change on a branch.
  4. Open a pull request that references the issue number.

Research direction

The issue names no files, tests, or entry points. Start by clarifying which proposal—runtime profiles, console debug information, or stable geometry and texture hashes—should be pursued and where post-processing settings are currently handled. Done would mean a defined, tested way to select different post-processing settings for distinct game environments.

Written by the indexing model from the issue text.

Assessment

Domain
computer-graphics, game-dev
Issue type
Feature
Difficulty
5/5
Estimated time
Over a week
Activity status
Stale
Clarity
Needs clarification
Newbie friendliness
25/100

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