[Texture Corruption] Prototype (2009) - Textures missing on Medium/High Shadow settings with RTX Remix
Describe the bug
When running Prototype (2009) with RTX Remix, texture rendering is highly dependent on in-game shadow settings:
Low Shadow Quality: Textures render correctly. The game is playable and the Remix menu (Alt + X) works.
Medium/High Shadow Quality: Most world textures fail to load and appear missing/corrupted (black/purple). The game does not crash and remains responsive. The issue is consistent and reproducible by changing this specific setting.
How do you reproduce the bug?
Have a clean installation of Prototype 1 from Steam.
(Optional) Install any texture/UV mods.
Launch the game
In game video settings, set Shadow Quality to Medium or High.
Observe that most world textures (characters, buildings, terrain) are missing or corrupted.
Change Shadow Quality to Low - textures will render correctly.
What is the expected behavior?
No response
Version
1.1.0
Logs
bridge64.log remix-dxvk.log bridge32.log
Crash dumps
NvRemixBridge.exe_20250824_133949.dmp
Media
video uploaded to google drive:
https://drive.google.com/file/d/1nR-mw-Vh8uJMRec58ybavv3YCS2bys7J/view?usp=sharing
I also noticed that if I mark some random texture as UI texture, most textures will appear, here are the updated logs
REMIX-4551 for tracking.
bridge64.log remix-dxvk.log bridge32.log
Just in case, I'm attaching the latest logs. Now I've fixed the texture disappearance issue by marking the game interface textures as UI Texture, and the textures stopped disappearing. However, when ray tracing is enabled, there is no ray tracing itself, and the shadows in the game disappear completely; when ray tracing is disabled, the shadows do not disappear.
I will attach screenshots with comparison.
Yes when you tag things as UI textures all draw calls after that point are rasterized, so if you do that early enough in the pipeline it'll effectively remove the ray tracing. The actual issue mentioned originally if I had to guess is due to High/Medium shadows using shadow maps whereas Low uses blob shadows, and the shadow map rendering likely is confusing Remix and preventing it from rendering properly.
That is a bug potentially in Remix as it's supposed to ignore shadow map related drawcalls I think, but the simple fix is really just to keep it on low shadows always. Processing shadow map draw calls is going to reduce performance and since the ray tracing will be driving all the shadows it doesn't really matter what quality level the base game is using there, so there's usually no reason to have it on a higher setting. This is why Portal RTX and etc force the game into a DirectX 7-esque rendering path with various rendering features disabled. Doing so makes the original game look much worse but it makes it more compatible with Remix and the quality reduction doesn't matter as the original lighting/shading is being relied on really anyways since it's all being ray traced.
I'm trying to fix the error in the log: [RTX-Compatibility-Info] Trying to raytrace but not detecting a valid camera. I was looking for information on how to do this, and found a way to find the camera matrix addresses through the cheat engine. It seems I found the addresses. What can I do with them so that the remix understands how to read the camera? I tried the parameters for rtx.conf: rtx.forceViewMatrixAddress and rtx.forceProjectionMatrixAddress but it didn't help.