There're tons of stuff scattered around the server many of which are too minor to get their own thread so I'll post them here as I recall.
Flickering motion vectors, lightning on objects
- Adjust
Unique Object Search Distance.
Floating point precision errors / vertex explosions on geometry captured from shaders
- Some games have their map center (0, 0, 0) far away from the actualy playable area. If possible, move the whole map closer to the world center.
- Move the near plane further away. If the game doesn't expose such option, so you need to reverse engineer those bits. Information provied by xoxor4d
Sprite sheets
- Both Opacity and Translucency materials support sprite sheets for all texture inputs. Not all options are exposed to the UI so it might require manual usda editing to work with. (#general-remix message)
Portals
- Portals in remix are done via a special material shader:
AperturePBR_Portal - Currently it requires the mesh to be exactly same as Portal's (#1096847508002590760 message)
I will do a tutorial if I ever get them working
Dynamic sky lighting (by tadpole3159)
- You need to mod in a custom textured skybox game-side, and you should be able to rotate it (via scripts for example).
- Once done, take a capture and attach a sphere light* to the outer side of the skybox, preferrably with a tiny radius for sharp shadows.
- Replace the sky texture if needed, mark them as sky in remix menu.
*Distant lights can't "move"
Shipping rtx.conf as dxvk.conf
- Remix reads configs (rtxOptions) in the following order: defaults ->
dxvk.conf->rtx.conf. - By using
dxvk.confinstead, (aside from the luxury of using a single config file) you allow users to preserve their settings while not wiping the intended configuration.