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Releases: NVIDIAGameWorks/rtx-remix

remix-0.5.1

14 May 17:21
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For the full release notes for RTX Remix, please visit https://docs.omniverse.nvidia.com/kit/docs/rtx_remix/latest/docs/remix-releasenote.html

RTX Remix Runtime 0.5.1 Release Notes:

DXVK:

  • Fixed an issue preventing the Remix runtime from starting on AMD hardware with the latest Windows drivers

How to Report an Issue:
Prerequisite: You need to have a (free) GitHub account

  1. Go the RTX Remix Github Issues page
  2. Click the green "New Issue" button
  3. Select the bug template (Runtime, Documentation, Toolkit, Feature Request) and click "Get Started"
  4. Fill out the form template, providing as much detailed information as you can, including attaching files and/or images
  5. Click the green "Submit new issue" to send a ticket directly to the RTX Remix Team!

Need to leave feedback about the RTX Remix Documentation? Click here!

remix-0.5.0

30 Apr 13:02
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For the full release notes for RTX Remix, please visit https://docs.omniverse.nvidia.com/kit/docs/rtx_remix/latest/docs/remix-releasenote.html

RTX Remix Runtime 0.5.0 Release Notes:

DXVK:

  • Added DLSS 3.5 Ray Reconstruction support
  • Added the d3d8to9 wrapper to the runtime release
  • Changes to texture tagging flow (NVIDIAGameWorks/dxvk-remix#49 by @xoxor4d)
  • Improved vertex capture system
  • Introduced dithering to local tonemapper and temporal accumulation to resolve visual artifacts
  • Added config options to hide Remix splash banner and display custom welcome message on startup
  • Added option to pass original game cubemaps to Remix backend for texture tagging (without rendering them)
  • Added ability to ignore baked lighting associated with certain textures
  • Added option to configure scene world space coordinate system (NVIDIAGameWorks/dxvk-remix#65 by @jdswebb)
  • Adds option to use AABBs to differentiate instances (NVIDIAGameWorks/dxvk-remix#67 by @xoxor4d)
  • Default to RT pipelines for RADV (NVIDIAGameWorks/dxvk-remix#63 @pixelcluster)
  • Fix distant light orientation (NVIDIAGameWorks/dxvk-remix#66 by @mmdanggg2)
  • Fixed issues with texture capture, capture stutter and capture corruption

Bridge:

  • Enabled function logging in DebugOptimized builds
  • Added "logServerCommands" option, which logs commands sent to the server in the bridge log file
  • Added additional logging mode "logAllCommands", which logs both server commands as well as additional status information
  • Improved build system reliability
  • Added client-side validation for SetTransform calls
  • Fixed issue that caused a deadlock when the client emits an API call with a null pointer as argument
  • Fixed a bug that caused data queue corruption on queue overflow
  • Disabled server timeouts to avoid terminating the bridge prematurely in certain cases
  • Bridge client now closes down properly when the server unexpectedly terminates

How to Report an Issue:
Prerequisite: You need to have a (free) GitHub account

  1. Go the RTX Remix Github Issues page
  2. Click the green "New Issue" button
  3. Select the bug template (Runtime, Documentation, Toolkit, Feature Request) and click "Get Started"
  4. Fill out the form template, providing as much detailed information as you can, including attaching files and/or images
  5. Click the green "Submit new issue" to send a ticket directly to the RTX Remix Team!

Need to leave feedback about the RTX Remix Documentation? Click here!

remix-0.4.1

06 Feb 20:11
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RTX Remix Runtime 0.4.1 Release Notes:

DXVK:

  • Fixed an issue where captures for many games were not showing correctly in Remix Toolkit.
  • Fixed an issue where a captured scene was showing flipped upside down in Remix Toolkit.
  • Fixed an issue in the Remix renderer that caused Remix Toolkit to crashes on unsupported hardware.

Bridge:

  • Made a variety of changes that should further improve compatibility.
  • Added new sendCreateFunctionServerResponses configuration option, which is enabled by default and improves stability during startup for many games.
  • Fixed an issue where the Bridge would crash or hang on startup due to multiple threads having access to shared data at the same time.
  • Fixed an issue where the improper MinSurfacePitch value was used in a 32-bit build of the Bridge client, causing game crashes on some texture update operations.
  • Fixed an issue where the Bridge client filtered out calls to CreateVertexDeclaration() under certain conditions, which could lead to a game crash during subsequent SetVertexDeclaration() calls.
  • Fixed an issue where the Bridge client would improperly initialize cached option values that it uses, potentially leading to mouse or keyboard input not working in the Remix user or developer menu UI.

How to Report an Issue:
Prerequisite: You need to have a (free) GitHub account

  1. Go the RTX Remix Github Issues page
  2. Click the green "New Issue" button
  3. Select the bug template (Runtime, Documentation, Toolkit, Feature Request) and click "Get Started"
  4. Fill out the form template, providing as much detailed information as you can, including attaching files and/or images
  5. Click the green "Submit new issue" to send a ticket directly to the RTX Remix Team!

Need to leave feedback about the RTX Remix Documentation? Click here!

remix-0.4.0

22 Jan 15:39
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Notable changes since Remix 0.3.0:

DXVK:

  • Fixed several capture-related issues.
  • Fixed geometry corruption in shader-based games.
  • Added texture sampler state capture support.
  • Resolved an issue with sampler state overriding in the mod.
  • Fixed a race condition causing crashes when loading scenes with no textures in HdRemix.
  • Code improvements and bug fixes for Opacity Micromap.
  • Fixed draw call corruption in cases of high CPU load.
  • Simplified decal handling for better performance.
  • Several stability fixes for DLSS-FG
  • Removed the warning about assets not being production-ready.
  • Fixed a bug preventing toolkit from adding replacements during instance capture.
  • Moved doublesided flag to instance info for better handling.
  • Added support for dome lights via the Remix SDK API.
  • Prevented division by zero by clamping transmittance color.
  • Added gamma correction to debug view for improved visualization.
  • Improvements for anti-culling system for in-game lights
  • Stability and performance improvements for terrain baking
  • Improved and extended Parallax Occlusion Mapping support
  • Updates and fixes for subsurface scattering support on thin surfaces

Bridge:

  • Fixed command retry behavior in both the bridge server and client, which could have led to the game hanging forever.
  • Also fixed a failure case where the client improperly gave up on trying to avoid a data queue override, which could lead to game crashes.
  • Improved server behavior where now the DataQueue will only wait briefly instead of waiting for the server to catch up completely, which could cause game hangs or crashes.
  • Fixed a corner case where the writer will overwrite data the reader hasn't read yet when the reader is exactly one circular buffer behind the writer. This could cause buffer corruption, leading to subsequent game crashes.
  • Fixed issue with GetRenderTargetData() API response handling to make it safe for multithreading by using the same mechanism applied to other APIs to ensure thread safety.

remix-0.3.0

19 Oct 16:32
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  • Enhancements and Optimizations:
    • DLSS 3.0 (Frame Generation) support comes to the RTX Remix runtime, with better stability and frame pacing
    • Collapsed Capture UI when capturing is disabled:
      • Prevents UI below the capture section from moving when toggling enhancements.
    • Optimized Terrain Baking of Secondary PBR Textures via Shader Injection:
      • Introduces changes related to texture baking and shader support.
    • Included USD Folder in GitHub Artifacts
    • Refactor Instance Categories for Toolkit Support:
      • Refactors instance categories and texture tagging for toolkit support.
    • SER and Graphics Pipeline:
      • Implemented a coherence hint, boosting indirect pass performance by 2-8% in scenes with particles.
    • Graphics Pipeline Optimization:
      • Reworked ThreadPool for ~30% CPU time improvement on both CS and main sides
      • Used a separate command list to process skinning dispatches, resulting in improved performance
      • Combined hit shaders used for TraceRay dispatches into a single shader for optimization
      • Updated legacy state handling in the D3D9 layer
    • RTXIO Integration:
      • Added multi-package support to RTXIO.
      • Modified USD mod to work without loose image files.
      • Cleaned up object references in RTXIO.
    • Material Texture Budgeting:
      • Implemented a budget for material textures. As users start to run out of VRAM, Remix will automatically reduce texture resolution to keep users within their budget.
      • Moved texture caching to the texture manager.
      • Implemented logic for dynamic mip dropping when the budget is full.
  • Bug Fixes and Stability:
    • Fixed Anti-Culling Bugs:
      • Resolves corner cases in SAT and duplication issues in anti-culling.
      • Modifies default settings slightly.
    • Fixed a crash when dealing with replacements relating to skies in some scenarios
    • Fixed heap corruption crashes  in debug builds
    • Updated USD to the latest version, resolving compatibility problems.
  • Texture Handling Fixes:
    • Fixed texture transform usage in the Opacity Micromap baker.
    • Fixed incorrect Scratch Buffer alignment.
    • Fully evicted cached memory after loading images.
  • General Bug Fixes:
    • Fixed recursive_copy.bat for paths with spaces.
    • Fixed file naming format to follow DXVK and RTX shader format.
  • Performance and Resource Management:
    • Enhanced resource management by releasing terrain baker resources when terrain baking is not in use
    • Texture Transform Tweaks:
      • Optimized texture transform storage in surface structures, reducing footprint.
      • Added warnings for unsupported texture transforms in Remix.
  • Shader and Rendering Improvements:
    • Implemented support for sky probes in games using shader-based rendering.
    • Added support for Shader Model 2.0+ in the new terrain baking approach.
      • Falls back to the previous compute shader approach for unsupported draw calls.
    • Optimized shader compilation for better performance and reduced boot times
    • Shader Handling and UI Rendering
      • Improved shader performance by allocating vertex capture buffers in VID.
      • Implemented a way for users to ignore object2world transforms for improved compatibility with shader based games.
      • Implemented geometry hash for sky boxes.
      • Implemented vertex shader hash as a hash component.
      • Ensured UI rendering in draw calls that use shaders.
    • Vertex Attribute Handling: Removed the need for the invertedUV attribute.
  • Code Clean-up and Optimization:
    • Made Remix leak- and circular reference-free.
  • GPU Print Functionality:
    • Added basic GPU print functionality.
    • Supported printing of float4 values with one value per frame.
  • Bridge Improvements:
    • Enhancements and Optimizations:
      • Added support for multithreaded devices and module level calls for games that use those D3D features.
      • Added proper support for games that use CreateDeviceEx() function parameters.
      • Added support for D3D Query() functions.
      • Generally made things more thread safe for any multithreaded interactions between the bridge client and server components.
      • Added alwaysCopyEntireStaticBuffer option to bridge.conf settings, which is off by default but can be used for certain games that don't follow the correct way of copying buffers during lock/unlock operations and require this workaround.
      • We now ensure that when we use DirectInput for input capture we inject ourselves into the system libraries rather than a local copy that might exist in the game directory.
      • We added GitHub Actions for per commit bridge builds to produce debug, debug optimized, and release packages. In most cases the release package should be used, but the other two can be helpful for logging additional information and creating crash dumps when trying to troubleshoot certain issues.
      • Added extra logging to debug builds that help understand the nested command flow of longer D3D command sequences, which makes troubleshooting issues a lot easier.
      • We also now log a list of the most recent client and server bridge commands in case of a crash to help with troubleshooting.
    • Bug Fixes and Stability:
      • Fixed various issues where the bridge was not handling D3D input or behaving the same way as the system D3D runtime, which led to changes in rendering behavior that could cause crashes, hangs, or visual glitches. As a result games will run much more stable now.
      • Fixed an issue where a game might ask for an impossibly large buffer size to be copied. Now, in those situations, buffer size will be kept to a maximum limit.
      • Fixed an edge case that could cause the bridge server to exit prematurely under certain circumstances.
      • Fixed issues with reference counting for textures and surfaces, which could lead to instability and crashing.
      • Fixed an issue where releasing a D3D volume with a parent texture could lead to a crash.

remix-0.2.0

12 May 02:33
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Release Notes

  • The Remix Runtime Bridge is now open source on GitHub! You can find the repo here!
  • Many Bridge improvements have gone into this release to address various game compatibility issues:
    • Fixed issues with shader parser logic that helps with Shader Model 2+ games.
    • Fixed surface data pitch issue that was leading to crashes in some games.
    • Added support for games that change the main window handle on Reset().
    • Allow null vertex declaration on server to fix unnecessary failures in some situations.
    • Properly initialize render state according to the official DirectX9 documentation to fix geometry corruption in some games.
    • Handle CreateTextureXXX() calls with levels = 0 to fix geometry corruption in some games.
    • Fixed mouse input processing for games where the mouse pointer would not move in the game or with the Remix menu opened, and added other DirectInput fixes for games using different exclusive modes. Also added optional input message pump hook that is needed for some games.
    • Better matching of the native D3D9 behavior when dealing with shaders and swapchain initialization.
    • Added more input validation on client and server side – the server is now properly returning failure codes to the client where failure is allowable.
    • Added DPI awareness to the bridge client so that the game window gets scaled and mouse input is handled properly on displays with higher than 100% DPI.
    • Optimized how the SharedHeap works to reduce crashes at launch and require less finetuning of its settings. Since the SharedHeap can still lead to issues in certain games we switched it to be turned off by default, but it can be enabled in bridge.conf with the useSharedHeap setting.
    • Added forced window client option client.forceWindowed to bridge.conf.
  • DXVK-Remix improvements and game compatibility fixes:
    • Improvements to culling issues–Remix now includes an initial set of heuristics to work around engine-side culling.
    • Improved handling of alpha-tested geometry that uses fractional ("feathered") alpha.
    • Improved detection of shadow volumes.
    • Support for capturing normals in vertex capture path.
  • Improvements to RTX Remix menus and documentation: expanded and clarified the existing documentation, and added tooltips in the UI to make it more accessible.
  • Debug symbols for the release are now available in a separate remix-0.2.0-symbols.zip package to make debugging the source code from the compiled binaries easier.

remix-0.1.1

13 Apr 00:28
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Hotfix

  • Fix failure to launch problems where the following is present in NvRemixBridge.log: Please note that the version of d3d9 loaded is NOT DXVK.
  • Fix for problems where d3d9.log presents with: failed with: no response from server.
  • Remove the red game compatibility banner at bottom of screen.

Package Hashes

Hash information for this release package:

Name: remix-0.1.1.zip
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CRC32: AA4F2382
CRC64: 9867A9792D0CB118
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BLAKE2sp: 6d5d812e96cb8361d415b6fe4507d6eb7cb31cc0c07051aa5bf2ca516354da58

Hash information for binaries in this release:

Name: d3d9.dll
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CRC64: E7E51DCBD34FB8DD
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CRC64: B0383AE73D771E13
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Name: d3d9.dll
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CRC64: 6D300A92C5C0ACAD
SHA256: 0a605a7d5167c47ebe3e688617d43850974ac24968989946939555b0214da6be
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Name: NvLowLatencyVk.dll
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CRC64: 5E644C7681CE443A
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Name: nvngx_dlss.dll
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CRC32: 339E7E8B
CRC64: 4DE9CD42F32B2B73
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Name: NvRemixBridge.exe
Size: 989736 bytes (966 KiB)
CRC32: 5A6265E6
CRC64: E18E2A45D3FE9D4F
SHA256: 51b3ffbaae3d0b1fc78d6ab1cd7e0c50e4f5386273ef1e62d00720ea64f0d5bc
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Name: rtxio.dll
Size: 2473984 bytes (2416 KiB)
CRC32: 1005018A
CRC64: 7D217E07B42B5E02
SHA256: cb482b93edd04bf0660a8dbaf723fccafe3634ecfdb3a8c3eafced61b96b1f63
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Size: 261392 bytes (255 KiB)
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CRC64: 3579AB15F751580A
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CRC64: CC6298B66642538E
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Name: usd_ms.dll
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CRC32: 978B5A11
CRC64: 0EFD195BFB645623
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BLAKE2sp: acb12aa8b21898573f795a46110a0699444a73b8cf566fe2c77959308d33862f

remix-0.1.0

12 Apr 07:27
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Initial release of NVIDIA RTX Remix Runtime, containing precompiled binaries for the dxvk-remix and bridge-remix repos.

Changelog

Since the latest update of Portal with RTX, the following updates have been made to Remix:

Bridge

  • remove dependency on native d3d9 in the bridge

Compatibility

  • A complete overhaul of our geometry hashing and processing system. Please note: these changes will enable asset replacements with this runtime to work with the Remix creator toolkit. This release still works with Portal with RTX with certain directory renaming steps (see below) but pre-existing mods that rely on Portal RTX runtime for asset replacement will stop being supported in future Remix releases.
  • A new sky handling system which better improves visual compatibility with native rasterization
  • Added a view distance feature for fading distant objects improving visual compatibility with raster
  • D3D9 TCI flag support for procedural texcoord generation
  • Fused world/view transform feature
  • Support for implicit swapchains

UX

  • Various UX improvements including a simplified graphics settings menu, more tooltips, and highlighting objects in the world on mouse-hover
  • Expose more of the texture pickers we used in Portal via the UX
  • Improved fallback light controls (for games with no lighting)

Other

  • An early prototype of multiple mod stacking support (ex: for modding existing remastered RTX titles like Portal With RTX)
  • Temporary removal of DLSS Frame Generation
  • CPU Performance optimizations for Opacity Micromaps
  • A fix for Chell's hair in Portal
  • Lots of compatibility related bug/crash fixes
  • Path-tracing image quality improvements (reduced noise & newer denoisers)

Portal with RTX and new runtime

To get Portal with RTX working with the RTX-Remix OSS:

  1. Rename 'lss' dir to 'rtx-remix'
  2. Add a new dir under 'rtx-remix' named 'mods'
  3. Move 'rtx-remix/gameReadyAssets' to 'rtx-remix/mods' (so 'rtx-remix/mods/gameReadyAssets')
  4. Rename 'rtx-remix/mods/gameReadyAssets/replacements.usda' to 'mod.usda'

Package Hashes

Hash information for this release package:

Name: remix-0.1.0.zip
Size: 30724530 bytes (29 MiB)
CRC32: E3A06610
CRC64: 02FB89E8EADF0E4A
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SHA1: abde3d6d6d466128446dd006472d83fb7f2d4bf5
BLAKE2sp: 0584e4db476b247211d2154abe186654b2728d7ea1a9e123286b2674ead0071a

Hash information for binaries in this release:

Name: d3d9.dll
Size: 645120 bytes (630 KiB)
CRC32: 148EFE48
CRC64: 153A412B3318FBC7
SHA256: dfca76a47746bbad17a17d48231c801d5b6f486d580897d7d3dd3377c3239648
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Name: NvRemixLauncher32.exe
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CRC32: D867D4F6
CRC64: 7505A06A44DEDEEB
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Name: NRD.dll
Size: 15046656 bytes (14 MiB)
CRC32: 93057B9A
CRC64: 6D300A92C5C0ACAD
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Name: NvLowLatencyVk.dll
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CRC64: 5E644C7681CE443A
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SHA1: eadd6853fde4812074216a7af1697a7b96e0c46b
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Name: nvngx_dlss.dll
Size: 25179192 bytes (24 MiB)
CRC32: 339E7E8B
CRC64: 4DE9CD42F32B2B73
SHA256: 0a9365fde830ab0a7edaf039343c03badecc5614b91fd1080c258308b04c2989
SHA1: eb17353c0e85104ea1a333de92dc88a16e5c5dd1
BLAKE2sp: c127f5cecc61ae52e59587dbc107bd18068a3933faed4de7e1a929810e3dfb46

Name: NvRemixBridge.exe
Size: 983040 bytes (960 KiB)
CRC32: 8D8CB4D3
CRC64: 3BB898A7D5AA0A7B
SHA256: 5cb51ded47cf8782e8f72a78f75dae7542e569bfd16775905518a25b4da05b4c
SHA1: 42865cb5b715b7e71b7c7fe27d9654cef638b808
BLAKE2sp: abcd54fc2be30baa75e91d72abcf9c1fb32c32bbd16ec5631885e5f271da7418

Name: rtxio.dll
Size: 2473984 bytes (2416 KiB)
CRC32: 1005018A
CRC64: 7D217E07B42B5E02
SHA256: cb482b93edd04bf0660a8dbaf723fccafe3634ecfdb3a8c3eafced61b96b1f63
SHA1: f1907abeab366f73d0e00a545ff92c19ad6ba3e6
BLAKE2sp: 5884f30bb5fcae9140a930ca54f171454f822a7e95cf44697bd037601cf498c8

Name: tbb.dll
Size: 261392 bytes (255 KiB)
CRC32: CCA7F3B5
CRC64: 3579AB15F751580A
SHA256: 8e0f6b10d288356f1e34bd99dff0a0610eb28f5fd1227790a564bc3a23207184
SHA1: 9a10f9a6a1b9d09c784882f63e352e0b9fa3b252
BLAKE2sp: e3fb0037bed42632b3821fc37d9a17679c66e197c6ac8b54f4b61f6771df78c3

Name: tbbmalloc.dll
Size: 125200 bytes (122 KiB)
CRC32: 8F478F87
CRC64: CC6298B66642538E
SHA256: ceca38600fd82babc989b4673b14dfc8ebf226faf220ee31d68f2dad6bebb7ec
SHA1: 86677b7a0eff1085de8cfe24746bc91fc2199891
BLAKE2sp: b9a7c9bf86e9205544d445d8ff59b8277f14caa758670565090c15aebca2df7b

Name: usd_ms.dll
Size: 13386752 bytes (12 MiB)
CRC32: 978B5A11
CRC64: 0EFD195BFB645623
SHA256: b68b2efdad466707d284b17a92010cc6b61aea7b035341f3fcbf14f5adfb1276
SHA1: 22b7d12cce5e560eca2ac64f3ba8a4c1342cd3be
BLAKE2sp: acb12aa8b21898573f795a46110a0699444a73b8cf566fe2c77959308d33862f