NVIDIAGameWorks / NVIDIAGameWorks/rtx-remix

[Runtime Feature]: Enable Legacy Emission textures

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feature jira runtime
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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

  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

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

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