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New Vegas RTX

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First post, by DosFreak

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https://www.nexusmods.com/newvegas/mods/100093
https://wccftech.com/fallout-new-vegas-rtx-mo … ix-path-traced/

New Vegas RTX brings full path tracing to the Mojave. The sun and moon, lamps, fires, neon signs, muzzle flashes and your Pip-Bo […]
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New Vegas RTX brings full path tracing to the Mojave. The sun and moon, lamps, fires, neon signs, muzzle flashes and your Pip-Boy light are now path traced. Light bounces around the scene, shadows are soft, and reflections show what's actually there, even what's behind you 😊

Please note: this mod is still a work in progress. Performance and features will keep improving over time, and bugs will be fixed as they're found. I haven't tested the DLCs yet, and the weather presets aren't all set up for the DLC worldspaces yet either. Supporting me helps ensure these updates will keep coming.
If you run into issues, report them here please:
And look at other Remix mods here:

Features:

Path-traced lighting
Every engine light is turned into a real light, and unlike ReShade RTGI mods it's not just the ones on-screen. It includes lights behind you and lights that move (such as muzzle flashes, torches carried by NPCs, and the Pip-Boy light in first and third person).

A real sky that follows the weather
A physically based sky with atmosphere, volumetric clouds, stars and the moon, following the game's clock. It also follows the game's weather (clear, hazy, overcast, foggy, dust storms, rain and thunderstorms) and blends along with the game's own weather changes. Weathers added by other mods are recognized by type, so they work too.

Live Pip-Boy and menu backgrounds
The world keeps rendering behind the Pip-Boy and behind the barter, container and repair menus, instead of freezing into a sepia picture.

A readable Pip-Boy
The Pip-Boy screen stays readable in bright sunlight, under simulated CRT glass ✨

Water and underwater
Water is now accurately rendered with path tracing. Real ripples and waves. Dive under and you get caustics, dimmed sunlight and murk that gets thicker the deeper you go.

True Night
With a physically accurate skybox and world brightness, you get to experience the wasteland with true darkness levels of nighttime. You NEED a light to survive now!

Stable scene
The whole world stays in the ray-traced scene, including what's behind you, so shadows and reflections don't pop in as you turn around. The scene also stays loaded while you're in menus, so there's no hitch when you unpause.

Parallax for texture packs
If your texture pack ships height maps (_p files, NVR style), surfaces and terrain get real depth. Gloss stored in the normal map's alpha is used too.

Upscaling and frame generation
DLSS (Super Resolution, Ray Reconstruction and Frame Generation), FSR and XeSS, plus NVIDIA Reflex. For AMD and Intel GPUs, I recommend using XeSS over FSR. It's far more stable.

Performance Figures Please keep in mind this is a Path Tracer. It is very much like Cyberpunk 2077's Overdrive mode. Future rele […]
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Performance Figures
Please keep in mind this is a Path Tracer. It is very much like Cyberpunk 2077's Overdrive mode. Future releases will improve performance further, this is in very early stages!

RTX 5080 Mobile, 2560x1600 with DLSS Balanced and Ultra Graphics = 60-100 FPS (no FG)
RTX 4090, 2560x1440 with DLSS Balanced and Ultra Graphics = ~80-100 FPS (no FG)
RTX 3060 ti, 2560x1440 with DLSS Ultra Performance and Low graphics = ~20-60 FPS (no FG)

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Reply 1 of 2, by Trashbytes

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PT Lighting looks great but I can see this requiring a high end GPU to overcome both the PT penalty and the Creation/Gamebyro engine penalty when people load it up with 4k HD textures, HD models and extended view distance mods.

AI is inevitable, there is nothing you can do to stop it, no Ironman snap to save you from the Basilisk.

Reply 2 of 2, by DosFreak

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https://www.nexusmods.com/newvegas/mods/10009 … ?tab=posts&BH=3

This looks beautiful, and I'll definitely be giving this a go when I do my annual FNV playthrough next year. I'm curious though, since you mentioned it's handled entirely outside of the game's rendering engine, does this mean we could push FNV visuals further? In the past I've run NVR, but one must be careful because when using it with texture mods and other visuals because you can hit the 4gb limit pretty quickly.

Because this mod runs outside of FNV entirely, does that mean we should have more leeway when it comes to textures and other visuals handled by the game engine itself?

I hope my question makes sense,I know you kind of mentioned this when replying to another comment below. I'm just trying to understand the full implications of what this mod may allow us to do, and verify that my understanding is correct as well.

itssparkles itssparkles premium 17 kudos 19 Oct 2026, 12:14PM Thank you! […]
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itssparkles
itssparkles
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19 Oct 2026, 12:14PM
Thank you!

You can replace assets on the RTX Remix side of things. You are correct that it bypasses the 4 GB limitation through this method. The game doesn't even know the new assets are there since it's being done in the separate renderer. You can do anything you want visually using the Remix toolkit 😀

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