NVIDIAGameWorks / NVIDIAGameWorks/rtx-remix
[Runtime Feature]: Enable Legacy Emission textures
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Description
What is the context of the feature/improvement?
Some old games use .tga files to create an emissive light using an alpha channel. As far as I can tell the Runtime can't easily call this feature.
It CAN be replicated via making new textures in the toolkit, but for the interim it's a good feature to quickly test out elements early on.
Please describe the feature/improvement?
This fork has a bunch of extended shaders which are useful - perhaps see if they can be merged.
github.com/sambow23/dxvk-remix-gmod/releases/tag/a8192ec-shdr
What would be your solution? (optional)
No response
Version
x.x.x
Media
No response
Contributor guide
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First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
Start by reviewing the extended shaders in the linked dxvk-remix-gmod release and comparing them with the RTX Remix runtime's current texture and shader handling. No repository files or tests are named, so first locate the runtime entry points for .tga textures and alpha-based emission. Done means legacy emissive textures can be used directly in the Runtime and are covered by an appropriate validation path.
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