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Here’s your first look at Splinter Cell with RTX Remix Path Tracing

Splinter Cell fans, here is something special for you today. YouTube’s ‘skurtyyskirts’ has shared a video, showcasing the classic Splinter Cell game with a WIP RTX Remix Path Tracing Mod.

The modder has used PBRify_Upscaler to add normal and roughness maps. As such, this WIP Mod looks better than most of the previous RTX Remix Mods we’ve shared.

Now what’s really cool here is that the video has some Before/After shots. These shots showcase perfectly the benefits of Path Tracing. And, as you will see, the lighting can completely change when using PT.

Since this is a WIP project, it does not really showcase the full benefits of RTX Remix. Not only that but there are some missing light sources. Take a look at 2:05. In that area, the devs added a fake light source (mainly for gameplay purposes). With the RTX Remix Mod, we get a more realistic lighting but this fake light source is nowhere to be found to highlight the path area.

In short, for a “first step”, this RTX Remix Mod looks really cool. However, it still needs a lot of work. So, let’s hope that the modder will put more work into it.

For those wondering, this mod is not yet available for download. So no, you can’t – yet – play Splinter Cell with this kind of graphics.

These past few months we’ve shared a lot of RTX Remix Mods for various games. In January 2023, we shared several RTX Remix Mods that are in the works. As such, you can take a look at screenshots and videos for Tomb Raider 2,  Grand Theft Auto: Vice CityManhunt, and Garfield Kart RTX Remix. Then, in February 2024, we shared videos for Need for Speed: Most WantedUnrealTony Hawk’s Pro Skater 4 and Midnight Club 2. And then, in March 2024, shared the first screenshots from the RTX Remix Mod for Vampire The Masquerade: Bloodlines, as well as videos for Fallout: New Vegas RTX and Half-Life RTX.

Speaking of Path Tracing Mods for older titles, you might also want to check out the following ones. Modders released demos for their Path Tracing Mods for Deus ExTomb RaiderMax Payne and Call of Duty 4. Do note that the COD4 Mod is a “proof of concept” demo, and it does not look that great. On the other hand, the RTX Remix Mod for Max Payne looks amazing (at least in my opinion). Let’s also not forget the RTX Remix for COD: WoW. And then we have the RTX Remix Mods for the first and the second NFS: Underground games. Oh, and don’t forget to give a go at this RTX Remix for Unreal Tournament 2004. Finally, you can download Path Tracing Mods for Doom 2Quake, and Serious Sam.

Finally, I’ve added below two additional videos. The first one shows off Sonic Adventure with RTX Remix Path Tracing. And on the other hand, the second video gives us another look at Tomb Raider 2 with RTX Remix.

Enjoy and stay tuned for more!

Tom Clancy's Splinter Cell RTX (Full Path tracing)

Sonic Adventure RTX - Demo Gameplay

Tomb Raider RTX - Colosseum

16 thoughts on “Here’s your first look at Splinter Cell with RTX Remix Path Tracing”

      1. RTX Remix also works on both AMD & Intel GPUs, with performance expected to improve over time, at least on the Linux front, thanks to ongoing software optimizations.

        1. Partly. You can’t develop a Remix mod on anything but a RTX GPU at the moment and the results certainly aren’t useable on anything less than a RTX GPU without sacrificing too much quality. The quality is especially true now that DLSS ray reconstruction is now part of Remix.

          I have fond memories of Unix, Xenix and Solaris but no need for them or Linux today.

  1. Oh wow! It looks so terrible…
    I prefer much better the original.
    Anyway, let’s wait for the official remake.
    Hopefully, it’ll look better than this.

  2. By the way, you can play classic tomb radier games with 60fps by using lossless scaling app on steam.

  3. Speaking of the original Splinter Cell, it used NVIDIA’s Shadow Buffers for the highest quality shadows, which are no longer available on modern GPUs.

    Thankfully, D8VK exists, which translates DX8 API calls to Vulkan, and it managed to successfully restore the Shadow Buffers functionality:

    https://uploads.disquscdn.com/images/a1a9317425dbc84ffd454cfb6a3e40e7edc50e8105f087fef78a350e5bf75711.png

    Right now, D8VK is a seperate project, however the plan is to have it merged for the eventual release of DXVK 2.4.

    Really love how much Vulkan has changed the graphics API landscape and is continuing to do wonders for Valve’s SteamOS, among many other use-cases…

    1. Unless you’re strictly talking about Linux, know that we could restore buffer shadows using DGVoodoo for more than 6 years on Windows

      1. Yup!
        I’ve had Splinter Cell 1 + Pandora Tomorrow configured with dgVoodoo for perfect Shadow buffer restoration in the games.

  4. Wasn’t the whole point of the original game being that you could shoot out the dynamic lights to remain in the shadows so you knew when you were hidden from enemies? This RTX remix seems to light up areas that shouldn’t be lit..breaking the game’s stealth mechanic in the process. Terrible implementation if true..

    1. Is not a single person on this website capable of critical thinking?

      1. RTX Remix as a tool in itself is still Beta.
      2. It takes a lot of work to make every individual game to render properly with it
      3. It takes a lot of work to remaster a game using Remix, virtually everything you’re seeing done with it, are projects often by one or two people, in early stages. You’re seeing Alpha versions of mods, sometimes literally just “prototype” tests.

      You have to re-light games for Remix and you have to re-texture them entirely so that they support PBR.

      This is why lighting looks off in most of these early tests, and it’s why everything looks like plastic because there’s no PBR textures with correct properties.

  5. Beyond looking good or not, the stealth meter won’t account for the new lighting, misleading the player.

    1. 100% this, the lighting is so tied to gameplay and lvl design that it can’t be modified without disrupting the stealth mechanics

  6. The OG lighting looks 10x better in Splinter Cell. There is a purpose behind the lighting design, and the whole stealth gameplay is dependent on it!

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