[Runtime Bug]:Freedom Fighters Steam – Main Camera flickers between defined and undefined, causing world instability and broken volumetrics
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
Crash dumps
NvRemixBridge.exe_20250813_094144.dmp
Media
Video showing the issue: https://www.youtube.com/watch?v=LBmfJXF6oPU
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
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.
REMIX-4535 for internal investigation
Star Trek Bridge commander has a similar camera jitter between undefined to defined.
so um this issue was connected with this old issue report
https://github.com/NVIDIAGameWorks/rtx-remix/issues/560