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deploy-and-test-game
// Deploy built dxvk-remix to a game and launch it. Use when the user asks to deploy, test, run, or debug a game with Remix, or when built changes need to be tested in a running game.
// Deploy built dxvk-remix to a game and launch it. Use when the user asks to deploy, test, run, or debug a game with Remix, or when built changes need to be tested in a running game.
Build dxvk-remix from source. Use when the user asks to compile, build, or rebuild the project, or when code changes need to be compiled and tested.
Build and run dxvk-remix unit tests. Use when the user asks to run tests, add new tests, or verify that code changes pass existing tests.
| name | deploy-and-test-game |
| description | Deploy built dxvk-remix to a game and launch it. Use when the user asks to deploy, test, run, or debug a game with Remix, or when built changes need to be tested in a running game. |
All commands run in PowerShell from the repo root unless otherwise noted.
gametargets.conf (INI-style, not checked into git) defines the user's local game targets. Each section has:
outputdir — the .trex folder where built DLLs are deployedworkingdir — the game's working directorycommandline — executable and argumentsThe file should already be configured by the developer.
To list available targets:
python vsgen/get_game_target_list.py
This outputs GameName,outputdir per line.
The recommended configuration for development is debugoptimized (_Comp64DebugOptimized).
cd _Comp64DebugOptimized; meson compile -v
Deploy built artifacts (d3d9.dll, DLSS, NRD, USD libs, etc.) to a game's .trex folder:
meson install -C _Comp64DebugOptimized --tags <GameTarget> --only-changed
The tag is the section name from gametargets.conf (e.g. Portal, HalfLife2_RTX). The --only-changed flag skips files that haven't changed.
Parse the target's workingdir and commandline from gametargets.conf, then launch:
$env:DXVK_CONFIG_FILE = "<repo_root>\dxvk.conf"
Start-Process -FilePath "<workingdir>\<executable>" -ArgumentList "<args>" -WorkingDirectory "<workingdir>"
The runtime automatically generates .dmp crash dump files. When a crash occurs, analyze the dump to get the call stack and crash context.
For 32-bit games, a two-process architecture is used:
d3d9.dll (bridge client) which intercepts D3D9 callsNvRemixBridge.exe (64-bit server) from the .trex folderd3d9.dll (the actual Remix runtime) and renders into the game windowWhen debugging bridge-based games, both processes may need inspection. The bridge disables IPC timeouts when a debugger is attached, so breakpoints won't cause disconnects. Bridge-specific configuration is in bridge.conf.