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I can see some companies who would want to sell these remixes be against this
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.

So how does this work exactly.

Can I add RTX to something like Unreal Tournament 2004?

The best way to look at it is in-driver modding. You can replace assets on the fly with Remix.
> add RTX to something like Unreal Tournament 2004

yes please

anything to fill the lobbies of LowGrav InstaGib CTF-Face back up

agreed; but maybe get it super-polished before placing on github as to not get portal64'd
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?
Really exciting. The games I've played that had RT added despite their age were pretty awesome to visit again.

I'm particularly hopeful for Deus Ex.

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.

[0] https://www.nvidia.com/en-us/geforce/comparisons/nvidia-rtx-...

Your top most / bottom-most thing appears to me exactly as you describe it should be (i.e. it looks like normal tiles and connective material)
> 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?

Looks great. I hope some of these remixes will come soon.

Though I did just replay the entire half-life 2 saga again with the excellent HL2VR mod in VR.