I will try “Raven-05” fakebilinear2 for reshade and see how that looks. I am having a really hard time fine-tuning this Mod as well as, "Heretic II Enhancement Pack v1.07" and could use the help.
--OMG!!! I forgot to mention what is the possibility to, and it’s all QUOTE, I hope you do not mind.
Possibly a Heretic III:
Easily Remaster Classic Games with NVIDIA RTX Remix:
https://www.youtube.com/watch?v=Vg52-HZhrFc
I have no idea why this isn't getting more publicity, this is absolutely insane.
Rather than modding the assets and executables of games directly, this literally does it all in a game agnostic runtime manner.
It basically patches executables to x64 and Vulkan on the fly, then it takes all lights, textures, and geometry of a scene and replaces them at runtime.
Then it does a full modern rendering pipeline, with RT, DLSS 3, the works.
The fact that this is all done without direct modification to the game's original assets or executable is insane, it does this entirely within the D3D9 Runtime.
It's not usable for content mods, but it makes graphics mods practically trivial. Absolutely insane.
EDIT: Lots of people seem to think this is restricted to the 40xx series, it's not.
NVIDIA RTX Remix requires a GeForce RTX GPU to create RTX Mods, while mods built using Remix should be compatible with any hardware that can run Vulkan ray-traced games.
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As long as players have the RTX Mod with remastered assets, they will see the maps with updated visuals. The server is uninvolved in the rendering process and is not relevant to whether users will see updated visuals–it’s all about the RTX Mod users have locally stored on their PC. Because the RTX Remix runtime is only influencing the visuals, players should in theory be able to play against each other even if some players are seeing the vanilla game while others are using RTX Mods.
To correct a misconception, you may not have to remaster every custom map. In old games, many custom maps reuse the same textures and assets. RTX Remix should replace all of those textures and assets if the mod has replacements available, even if the level geometry is being seen for the first time.
As for dynamically downloading RTX Mods in game for players who do not have those assets already–that type of functionality would have to be modded into the original game by the modder so that remastered assets are downloaded and put into the RTX Remix Runtime's asset folder. RTX Remix wouldn’t be involved in architecting such a system.
Another thing to note–Anti-cheat software may prevent RTX Remix from working in certain competitive multiplayer titles.
If you go from an RTX map to a non-RTX map, would the renderer handle it properly?
The renderer would fall back to showing classic assets, wherever it has no replacement assets to point to.
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Performance: If adding more graphical features, effects, textures, triangles(from meshes) to the game, wouldn't it tax on the FPS more ? Or would the new optimizations such as DLSS 3 and reflex counter balance it?
One of the benefits of turning RTX On in older games is that there’s a lot of GPU performance headroom to take advantage of to modernize graphics. Particularly with performance boosting technology like NVIDIA DLSS available from RTX Remix, you can achieve both beautiful graphics and a smooth (60+ FPS) experience. However, the extent of visual bells and whistles and quality of assets a modder chooses to include is up to their discretion.
If we can edit meshes in the remix, then we should be able to also manually edit textures through outside software too, such as photoshop and others ?
Absolutely. We recognize the best mods incorporate high quality custom assets, and that’s why we built RTX Remix on Omniverse–so that any major Digital Content Creation tool (including Adobe Photoshop, Blender, or Adobe Substance) could be used to edit the assets.
We demonstrate using outside software in our RTX Remix Overview video:
https://youtu.be/Vg52-HZhrFc?t=231