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[Runtime Bug]:Freedom Fighters Steam – Main Camera flickers between defined and undefined, causing world instability and broken volumetrics

Open Entityexist opened this issue 4 months ago • 4 comments

Describe the bug

In Freedom Fighters (Steam), the main camera appears to rapidly switch between a defined state and "Unknown Camera" during gameplay.

This results in:

World instability (flickering in/out)

Volumetric fog disappearing after camera movement

Dust Particles not rendering or behaving incorrectly

Certain alpha textures detaching/moving incorrectly when the camera is in motion

How do you reproduce the bug?

Launch Freedom Fighters (Steam) with RTX Remix runtime.

Load the Police Station map (or any map).

Observe volumetric fog — it appears briefly, then disappears after moving the camera.

Open Dev Settings → Camera → Types in Remix menus — note that the camera type switches between defined and "Unknown Camera".

While in motion, observe that when the camera renders a character, the world becomes unstable/wobbly, but when no character is in view, the world stabilizes.

What is the expected behavior?

RTX Remix should consistently use the correct main camera for rendering the world, maintaining stability and ensuring that volumetric and particle effects remain visible and functional.

Version

rtx-remix-for-x86-games-9d4bb6a-920-debug

Logs

bridge64.log remix-dxvk.log bridge32.log

dxwrapper-freedom.log

Crash dumps

NvRemixBridge.exe_20250813_094144.dmp

Media

Video showing the issue: https://www.youtube.com/watch?v=LBmfJXF6oPU

Entityexist avatar Aug 13 '25 17:08 Entityexist

Additional observations from further testing (my “mad scientist” experiment 🧪):

Fused World-View Mode → set to None

Skip Objects Rendered with Unknown Camera → world disappears, only characters remain

Reproject Sky to Main Camera → partial world rendering restored

Marked all 3D textures/hashes to render as a skybox then reprojected to main camera

Results:

Volumetric fog, dust particles, and anti-culling started working

Severe instability: world flickers in/out, FPS drops

Any object marked as UI causes the entire world to disappear

Image Image

Unchecking Capture World from Shaders makes the map fail to render

Unchecking Capture Normals from Shader makes the entire world disappear

Conclusion: The game likely renders some elements through an “Unknown Camera” instead of the main camera. Forcing everything to Main Camera temporarily restores effects but breaks stability.

Entityexist avatar Aug 13 '25 17:08 Entityexist

REMIX-4535 for internal investigation

NV-LL avatar Aug 18 '25 20:08 NV-LL

Star Trek Bridge commander has a similar camera jitter between undefined to defined.

Trekkie-ship-it avatar Aug 22 '25 01:08 Trekkie-ship-it

so um this issue was connected with this old issue report

https://github.com/NVIDIAGameWorks/rtx-remix/issues/560

Entityexist avatar Aug 25 '25 12:08 Entityexist