Texture up-scalers misunderstanding Normal directional is a pet-peeve of mine, as seen in the texture upscale example in the article [0]. The floor tiles are supposed to be the top most thing and the mortar holding the tiles together as seen in the gaps is supposed to be the bottom most thing. But it's the wrong way around. Furthermore normals generated from RGB misunderstand topology thickness. The dirt is on the tiles give the same height variation as the mortar. Basic thinks that would never happen with human authored textures.
I have the same question but about Morrowind. Nvidia demoed RTX remix using morrowind which looked amazing but does that mean Nvidia itself will be releasing it or people will have to do it themselves?
> NVIDIA RTX Remix [...] is a platform for remastering fixed function pipeline DirectX 8 and 9 games, such as [...] Half-life²
I'm confused by what they define as `fixed function pipeline`. Those games totally have a lot of custom shaders rendering all kinds of complex of lighting. As someone with OpenGL but no DirectX experience, I understand the "legacy" way of the intermediate mode functions and the "semi-modern" way of binding vertex buffers and drawing them via shaders. Those games fall in the latter category, so what makes them fixed function pipeline games?
I had played with version 0.0.1 trying to get it to work with https://www.freeallegiance.org/, but ran into issues. I'm glad to see they are improving the documentation. I'll have to try it out again.
I think if it was easy, they would have invested already. Old games can be rather niche already in some cases, and having a card that supports it only further narrows down the market.
That said, there are certain companies (coughrockstarcough) who are such prolific re-releasers of older titles that they would definitely feel threatened by the tech.
[0] https://www.nvidia.com/en-us/geforce/comparisons/nvidia-rtx-...