Red Faction II RTX Remix
Additional installation instructions: dxwrapper (d3d8to9)
Issues:
- Severe stability issues (can be reduced/mitigated by setting VFX to `"none"` in rf2_config.ini, disabling particle trails, and other particle sprite related settings)
- Player model can distort and hold weapon incorrectly in some in-engine cutscenes
- Most FMVs are widescreen and display in 640x480 with distorted letterboxing areas; this will need to be fixed with a game mod
- Main menu uses original rasterization
- Weapon viewmodels:
- If NOT tagged as player model textures: will lose their offset and float in front of the player, making the edges of the model visible
- If tagged: weapon models are transparent and appear underneath the skybox layer, and some polygon z-fighting can be observed; NICW Assault Rifle's ammo counter no longer displays on model
- A River Runs to It: The Right Way In: Gameplay area will rasterize if looking at the sub bay
- A River Runs to It: Submarine viewmodel is rasterized
- Heavy Armor suit has clipping issues and health numbers do not render correctly
- None
- "Killbox" Bot Match map has some invisible floors as a result of a floor inside the map using the same texture as the sky
- Some maps include gaps and artifacts in terrain
- Glass renders incorrectly and flickers frequently
- Decals cause walls to appear as transparent
- Billboard sprites with black backgrounds flicker with a black outer square background, and will need to be replaced with assets that have proper alpha channels
- Skyboxes do not always turn with camera and some stages (e.g. Sopot's Citadel or Tank on the Town) have visible areas that are too shrouded by fog to see clearly
Notes:
- EXE was marked as Large Address Aware to increase stability
- Windowed mode required in order to progress (see dxwrapper config)
- Arbitrary resolutions are NOT supported (arbitrary resolutions automatically change to 640x480)
- Discord Thread: Discord.com
- Tested by anchorlight on 6/9/24