This release comes in two variants: default and rtx
. If you want to use nvidia's rtx-remix, download the rtx
variant.
rtx variant includes:
- remix-bridge nightly: https://github.com/NVIDIAGameWorks/bridge-remix/actions/runs/9323467036
- dxvk-remix nightly: https://github.com/NVIDIAGameWorks/dxvk-remix/actions/runs/9394429223
- all required iw3xo - rtx assets
iw3xo specific changes:
- code maintenance
- added dvar
r_showModelNames
to show names of static models (3d text) - automatically enable no-border mode if game resolution == native resolution
- moved ocean tab into the shader tab
- added all
cg_gun_
offsets to the devgui visuals tab - added dvar
bg_bobIdle
to stop viewmodel idle animations (visuals tab)
rtx-remix related changes:
- code maintenance
- devgui: various tweaks, fixes and additions
- skies can now be spawned and changed in demos
- player shadow now works in demos as well (also renamed the startup arg to
no_playershadow
) - player shadow now works on dedicated servers and in killcams
- added default cod4 skies
- enabled remix effect light (add light to texture) -> muzzleflashes
- allow 4k/6k iwi files
- improved effect performance
- fixed effect alpha
- added
r_showTess
,r_showTessSkin
,r_showTessDist
to visualize materials and texture names - mapsettings.ini refactor
- sun direction
- sun color
- sun intensity
- unique anchor mesh spawning (100 markers)
- better anti culling system with more options and manual culling overrides per portal/cell via
mapsettings.ini
- added dvar:
rtx_culling_plane_dist
(distance of frustum culling planes - larger = less culling)- added dvar:
rtx_culling_tweak_mins
- added dvar:
rtx_culling_tweak_maxs
- added dvar:
rtx_culling_tweak_frustum
- added dvar:
rtx_culling_tweak_smodel
- added dvar:
r_showCellIndex
that draws the current cell index as 2D/3D text + enablesr_showPortals
- fixed debug polygon drawing (debug collision / show portals)
- the game now automatically sets remix-required dvars ->
main/rtx.cfg
was removed - increased maximum number of static models visible on-screen (shipment was having a stroke)
- fixed sky jitter
- fixed culling distance of cargoship wall lights
- gun impact marks are now rendered using fixed-function
- added dvar
rtx_fx_alpha_scalar
to globally scale effect alpha - added dvar
rtx_fx_cull_elem_draw_radius
to not cull effects within a set radius around the player