First of all, a big THANK YOU to all supporters here on Patreon, out on the web and to all the testers reporting issues and for making great feature requests!
The GTAIV RTX Remix Compatibility Mod is evolving at a good pace but there are still a lot of things that need to be done for a wide release. I wanted to update all of you on some of the progress that has been made over the last weeks via Changelogs:
Changes in the making for the next testing build:
Fixing alpha issues on hair (mostly cutscene related)
Getting Nico's hair to look a little more like hair

Implementing a whitelist system to allow specified filler lights (if filler lights are globally disabled)
Automatically force graphic settings of the game to prevent user error
Rendering all emissive surfaces via Fixed Function to improve performance
Improving the look of vehicle headlights
And much more ..
0.8.4 - Changelog
Game resolution is now automatically detected on startup and the compatibility mod will apply proper HUDscaling
Fixed an issue where the sky would turn black when the mobile phone was visible
Fixed a rare crash when taking game captures when the Capture RemixApi Lights setting was enabled
Properly track and destroy created remixApi lights might result in less noisy lights
0.8.3 - Changelog
Remix Runtime Related
Very latest remix runtime with new layer system -> Saving remix settings now saves them to a new file called user.conf. I suggest that you turn on the option to only save changed values.
The Terrain Textures category is now used to enable vertex colors and mainly used for terrain blending
Added an option to capture lights created by the RemixApi (wip - this might crash your game)
Added a new texture category called Disable Backface Culling to disable culling on problematic meshes (showing black squares, eg. armchair in first appartement)
Compatibility Mod
Fixed half-black sky reflection
Increased remix' tonemapper max stops to 10 to prevent clipping of bright lights
Improved looks of vehicle light textures by rendering them without emissive properties, then re-rendering the emissive parts on-top (also disabled the vehicle light proxy texture)

Fixed some blood decals with repeating the textures by setting the sampler mode to Clamp via a remix replacement
Decals / terrain should be blended properly now
Fixed an issue where everything turned black because transmittanceMeasurementDistanceMeters was set to negative values
Added a game option to only upload colormaps to the GPU (ignoring spec/normal) which should reduce the game's vram footprint + declutter the remix UI (enabled by default)
Added a very large plane under the map to fix water appearance (map marker #1000 with flat plane attached as a remix replacement)
Added _LaunchWithProcessorAffinity.bat that can be used to split CPU core affinity between the game and the remix bridge to aid with the stuttering issues some people have
Decreased radius scalar of Game to RemixLight translation code to fix lights clipping into things (+ slightly increased intensity)
Decreased influence of the colortemp timecycle parameter which was making the game a little too saturated sometimes
Found a better way to detect the very first HUD element so that remix injects probably. This fixes the missing radar background + broken sniper scope overlay
0.8.2 - Changelog
Fixed phone UI
Fixed ImGui input and also fixed the unclipped mouse on the steam version when running in windowed mode
Compatibility mod now automatically tags decal textures
Disabled a bunch of rendering phases of the game that are not useful for remix (did slightly increase perf. in some cases - eg. when the game would render mirrors)
Translated lights are now tracked and updated (if possible) so that they keep their history (better denoising)
Added an option to ignore filler lights (disabled by default)
Added an option to the dev tab to not pause the game when focus is lost
Roman with PT - no texture adjustments. I can only imagine what he will look like with proper textures and some Subsurface Scattering π




Entity is doing some tests with mirrors and emissive / translucent glass balls:

Deep Diamond
2025-11-17 09:22:47 +0000 UTCMatheus Ferreira
2025-11-16 07:25:55 +0000 UTCHagenstar
2025-11-15 08:58:50 +0000 UTC