#Portal 2
1 messages Β· Page 3 of 1
wait how do i get this to work on portal 2
@analog copper
oh shoot I just saw this, this needs to be pinned
Creamed
I've forced material hashes for video files and they can now be tweaked in the toolkit (eg. to make them emissive).
A feature to use the original colormap as the source for the emissive map would be really handy .. as we have to work with a solid emissive color unfortunately)
You make me emit
just looking at how it could like
amazing
working on the dirty metal cube
(my pc is dying)
everything is from scratch, no reused assets (except the model)
hmm it kinda looks off ingame
emission looks pretty good when its dark at least
What format did you export your textures in?
png
ok i think its the tiling of the dirt, it just looks too uniform
also normals are bugged again?
only happens with OGL normals and not directx
reduced tiling, i think this looks a bit better
Nice use of anchor points, I assume it's for the decals to have the same edge wear generators around them as well
yeah eman showed me a couple of days ago
there is more uses of anchor points but i would then have to show all the layers per mask lol
Yeah because normally substance can't detect those decals or paint layers you applied so you need anchor points
It's fine
I know it's something related to the curvature map but I don't have much knowledge about it as well
im using a combination of ambient occlusion and curvature generators to get the dirt/scratches to show in the right areas
still feels like black magic to me that substance can do this
total game changer
Substance is goated
Looking pretty dope.
I like these grunge and dirt details, the scratches as well.
Could you try metal edge wear to peel the paint around the edges?
A nice tip is to stack your layers as they're logically irl, sΓ³ starting with a metallic plating base, then paint layers, followed by grunge and dust, so you can just fade top layers to expose the metal underneath.
I already have some metal edge wear, its just not that visible, im wondering if its the same issue with the wheatley model
Rust also has layered variations, different colors based on the damage caused by oxidation
My ass tryna figure out how yβall even achieve this level of detail rn π«
Substance does that for you lol
Idek what your using, blender?
that's substance in the screenshots
Model texturing is done through substance painter as shown by CR
it can be done in other apps but substance is really good at tweaking stuff, as long as you're using procedural materials
Blender could do procedurals and other complicated things pretty well
So substance painter just be making crazy detail like that, crazy asf
what is remix doing π
ughh
guess im doing directx normals
oh wait 
ok well then i have no idea what's breaking the normals between substance and ingame
Overlapping uvs?
it shouldnt be? im using the UV of the original mesh
i tried messing with padding in substance's export options but it doesnt seem to help
They're so small it doesn't make a difference tbh.
Id crank the wear level up and play around with the values to see if the peeling increases
Have you confirmed in blender if the UVs are fine?
It's also a common thing to optimize texture space by reusing uv spaces (overlapping uvs)
Does it look fine in tool kit?
yup, looks fine when using the exported maps from substance
I think he's going for texture replacements, so it's unlikely that mesh replacements would take place here
All the 6 faces are overlapping into a single spot.
What does your octahedral texture looks like?
where would I check that at?
In your ingested folder
oh like OTH_Normal?
yeah
here is the OTH and the substance export
Weird. Should be alright. Maybe you applied the textures without restarting the game.
When you do that remix messes up memory
If you do that and the texture resolution changes*
tried restarting, its still there
would these weird stripes in the normal/OTH be what's showing in remix?
they're not there in substance itself
only in exported maps
That is very odd. The uvs around the glitching spots is a bit weird, like, the are overlapping quads kinda of inside out, idk
I'm on my phone rn, can't help much
If anyone wants to help out with the Portal 2 remaster: #team-project-requests
Right now we're a team of 7 and would appreciate any help
7? Crazy

Dope. Portal 2 is a great passion of mine. I'd be down to help with whatever I can, though I already got too much on my plate rn. Can always poke around with counseling and troubleshooting.
You guys could ask the portal/prelude rtx team to port all their assets to start with and then sort out which assets still needs remastering
We're currently waiting on the asset thing, but I have already brought it up
But, yeah, we'd appreciate any help we can get
Currently what are the biggest issues, milestones, goals, etc.?
You can join the portal 2 rtx server @old abyss
Currently, we just started, the whole team just got access to the early build. @rough ginkgo has been doing some asset work as you've seen
The goal right now is to get Chapter 1 remastered for an Announcement trailer and then from there widen our search for Team help outside of the Remix server
Biggest issue is waiting on the permission for Portal RTX assets
Here is a cool reference for an abandoned and overgrown office/factory building https://www.youtube.com/watch?v=X7XEa7tC7xU&pp=ygURb2xpdmV0dGkgZG93bmZhbGw%3D
The downfall of Olivetti left many factories abandoned throughout Europe. This time we're venturing inside this old computer factory left abandoned.
///English subtitles///
πΈ Mike's Instagram:
https://www.instagram.com/mikejonker/
π Want to support the channel for more videos? Take a look on my Patreon page!
https://www.patreon.com/forgotten...
I can't believe portal 2 actually works, that's so cool
not without some game modifications, it's the usual xorxor wizardry that made it happen
I can't believe portal 2 actually works, that's so cool
I can't believe portal 2 actually works, that's so cool
.. and it only took my sanity π
Hey @warped sierra, I've noticed that the GameCapture is trying to capture meshes that were spawned via the remixapi, thus interpreting their material as LegacyMaterial. The colorTexture of the LegacyMaterial is unset so when it tries to export the dds, I get a nullptr access.
Is it worth it to apply some band-aid (checking for a nullptr in GameCapturer::CaptureInstances before creating a new instance) or is there any ongoing work in that regard? Depending on that, I might create a PR or only an issue
Another question: would it be possible to make a prim visible through all objects (like disabling zwrite / depth testing in raster)?
Would need that for the portal overlays that are visible through walls π«£
You could set them as UI
Negative. That would render everything afterwards as UI
would have to render the overlays as the last world mesh and that would require quite a lot of work
I'm not sure if remix has that kind of functionality
Because ray tracing doesn't require a depth buffer
Or at least does not use it for the main rendering
Ah, I suspect that's unintended - for the same reason we require replacements to be disabled when capturing, we just don't have any code to handle capturing the non-legacy materials. Please file an issue for it, and it's probably worth making a band-aid if it's getting in your way
I believe world-space UI is the answer here, not sure tho. You basically want it to be UI without forcing the following draw calls to be UI. If the world space UI category doesn't work, may need to either adapt it or introduce a new category for that
tho anything drawn that way wouldn't light up the scene...
Will do π
As for the static overlays, world space UI doesn't achieve that effect. All it does is make the surface somewhat emissive. It not lighting up the scene would actually be preferred! I'll look into it π
hmm, well if you can get the Source engine code to draw that after the rest of the scene you can just mark it UI
Failing that, we'll probably need to add either
- add a new instance category to mark something as mid-frame UI draw (i.e. treat is as UI but don't force the following draw calls to also be UI
- add code to detect draws that would behave this way (I assume some combination of zWrite status?) and just force those to raster
- add a mode where marking something as UI doesn't force all following calls to be UI (camera analysis should still make the normal UI stuff draw as UI)
Having trouble understanding the difference between 1 and 3. But either way an option to not have subsequent drawcalls behave as UI would be extremely helpful. Probably for a whole lot of games
1 is a new category
3 changes how the existing UI category behaves using a checkbox
Is there any reason to make separate options vs just doing 3?
In my project there's one UI texture where marking it appropriately makes the rest work too, but it would be very trivial to mark each one if I needed
3 wouldn't be useful for me as that wouldn't work well for portal 2 (because of the way the ui is rendered)
and that might also break existing games/mods so I'd stay away from that approach
1 is definitely safer for sure
If the game works fine using the camera-based UI detection, 3 might be fine. and I wouldn't just ignore 2 as an option - if there's a unique set of flags for this type of draw call (which I imagine there must be for a raster call that draws over everything else ignoring depth), then you might be able to just auto detect these and not need to categorize them.
1 is definitely the safest option, since it would only do anything to specific draw calls you choose
its so cool to see a big brand like Nvidia work with the community like this, adding new features for a game that wasnt even thought to be remixable
Indeed! I really appreciate that as well. Much π
say do you have pre made configs for portal 2? I've seen your footage through act 1 and saw you gave some characters light sources and are handling various shaders and material definitions, if I sub to the patreon will I get all that? cause I want to try portal 2 I just want to see what its like with neccessary light sources for now
though I might have a go at some of act 3, old aperture is my favorite
also sorry its kofi not patreon
It does have a few lights added via a pretty basic remix mod or the textures itself have a light attached to them (like wheatly) but you might need to also tag the potato on the gun to be a light source in some levels
aight, I just want basic lights to start at least for the beginning of the game so I can play around a bit
But it is in a pretty good state right now. You will have some light bleeding on levels that I have not yet touched tho
sounds expected, probably gonna set skyboxes to be as dark as can be (assuming I can) so I dont have too much from that, otherwise I do wanna mess with certain parts of below aperture, but if there is some stuff in the first act or two of the game by default thats fine for me
You can do that yea. You'll probably have to turn off the fallback light of remix as well
aw hell yeah
So how do I play this
Get xoxor compat files
The ko fi link
Its literally the first ine
Has it
Yes but that implies that I have to pay for it
and get access to the compatibility mod early
Yes
I'm broke
F
Its only for early access
It'll be free on release

I can't even support me rn
Portal 2 wasn't even compatible
Genuinely
Guyz don't support this man I payed on Kofi and my bank tol me it wuz a scam!!!
I can't even do it, doesn't even let me choose the debit card option
It says payment process failed
Yeah that means your bank flagged it as a scam
β οΈ
Jazz cash me 200. I'll pay for u. Trust
I got sadapay
Is it still scamming if no one finds out?
A crime is only a crime when others find out
Good to know
-# always sleep with one eye open at night
ππΌ
@drifting temple Great community π₯
Please join the discord server mentioned in the kofi post π
I unfortunately lack the funds required to do so
oh wait
It was paid for you
How did you pay
Here's the neat part...
Will that be enough to pay for the electricity required to play for 1 hour? π
Hopefully
@drifting temple TLDR if you join the server for it you'll get access for free bc it was paid for by vulpes so the people working on it could use it
I think
Is electricity super expensive in Germany
~35ct / kWh
How much is it in freedom dollars, I presume it's euro
38ct usd
That's expensive
we were at 50-60 ct last year 
No fricking way lmao, that's too much
The US is extremely energy independent. We're at the highest levels of oil production in the country's history which is what makes our prices so much lower. I believe in Europe they mainly relied on Russian imports
The US is also highly reliant on nuclear power, Germany if I'm not mistaken is decommissioning all nuclear power plants
I don't think that's true with the US bit. We've been lacking on nuclear. The German stuff blows my mind because for smaller countries that's such a good solution
Yeah I don't want nuclear plants in Italy, they're very good in theory but don't go too well with mismanagement and criminal meddling
I've never heard of stuff like that. Is organized crime a problem in Italy?
we're still decomissioning - and paying billions - a power plant that was closed in the 80s
Jeez. I feel like that would be cheaper to operate than decomish
organized crime is a problem in all of Europe and beyond, you don't hear much about it if you don't look for it but the 'Ndrangheta (Calabrian mafia) has spread everywhere, they don't look like the Godfather anymore and have largely transitioned to white collar crime
it doesn't make the news because they don't shoot or blow up people as much, and it's because they don't need to and it doesn't suit their needs anymore
and the big problem is they take contracts, now when it's a tunnel or a road and it collapses, it's a tragedy and 10s of people die, but if they get their hands on a contract for a nuclear power plant, there is no telling the damage it could cause, and believe me, they would get their hands on that contract
I think once Neclear fusion is unlocked, the U.S will hop on that
You know the US is like Wakanda, right? It doesn't actually exist.
Fusion is sadly kind of a joke it has a fuel sourcing problem (tritium is hard to get your hands on) not to mention the fact that it's been 60 years and it's still "10-20 years away"(ITER keeps getting pushed back right now it's 2033 for first plasma not even power generation). Also that's the first valid point I've ever heard for decommissioning nuclear fission plants. So I guess if crime is an issue go enhanced geothermal aka dig a hole in the ground to boil water because the Earth gets hotter the deeper you go and use the steam to run a turbine. Should work nearly anywhere if you dig deep enough, it even uses most of the same tech from oil and gas well drilling. Although we should probably get back on topic or move this to #offtopic lmao
does this work for other games on the portal 2 engine branch
CR tried it for half life 2, it dosen't work very well, but your welcome to try
Considering they said "Portal 2 engine branch" maybe they mean games like Portal Stories Mel?
Though there's some Portal 2 mods that go up to DX11
if the mod doesnt change much on the p2 engine branch, it should work (provided its dx9)
Half Life and portal still run on very similar engines
Give or take a few years
p2 engine is nowhere similar to hl2
:kekw:
They both are called source soooooo
π€«
Lol
obvisouly
Its nowhere near the hl2 branch btw
there's a good handfull of similarites
like, P1 is prob really similiar, I mean, they littearly have a folder named "hl2" in the root directory
That doesn't mean they are similar branches tho
I found out the hard way it's not, bcuz my protogen mod doesn't work in both the p2 and p1/sfm branch
.... the Stanley parable
got it
notice though, p1 isn't on there
.......................
i just tried, i cant even run the game without rtx because my windows is bugged
it works on my laptop though but it doesnt have a RT capable GPU
stanley parable should "just work" for you though
iirc it doesnt have any major engine changes from P2
"Just work" many bugs then?
about the same as p2
Oor
What abt with xors engine modifications
I checked they are on the same branch
ye it should work fine
and I just assumed p2 would use the same as 1
just need to edit gameinfo.txt to look like this
iirc xoxor's mod looks for the portal 2 window name
Interesting
im trying some stuff on my end to get the game working lmao
I don't even have the original Stanley parable sadly π
this is all i get π₯Ή
its nothing to do with remix
literally the game with 0 modifications
i really dont wanna reinstall windows for this π
What abt a sp reinstall
nah its doing this for other p2 branch games too
its just exclusive to my pc
it runs fine on my laptop
Damn
fuck this im pulling out the egpu enclosure
I mean if you gift me the game i can try it out :kazuyano: jkjk
intrestingly, Titain Fall is on this list, it'd take a bit more work, but we are closer than we've ever been to a Titian Fall 2 RTX
its dx11
so no
π
I'll prollg get it some time in the future if the rtx mod looks good enough
still closer than we were before this
.
...
Hi auto
literally wont happen unless someone gets source code to the game to add a dx9 renderer
or make a sophisticated custom renderer for FF π
figured
I was aware of that
π
but closer than we were in 2022
How are you on this fine day
In what way
what does that have to do anything, like automata said, stop sniffing the copium so hard
it's a zeptometer closer to it than ever before, by 2055 it should begin development
suffering bc retopologizing a clone trooper but I'm also experimenting and the tri count limit for skeletal meshes might be much higher than the republic commando modding community thought
Its.... no
No
crazy work
the reality of someone making a reshade shader or similar to have AI generated frames in realtime is not so far lmfao
probably doable with a 5090 @ 480p if i had to guess
given enough time
We still have alot of work to do
before then
Alot of more images to steal train with!
we're at the eating toilet stage it seems, a long way before we're reshading games
man I need an ai that can detect that I DIDN'T MEAN TO CLICK THE FUCKING ENTER BUTTON
Btw sorry for the late reply this sounds fun
cause the day be coming to a close, Happy Halloween everybody
if i want to get anywhere im gonna have to reinstall windows lmfao
i tried my amd gpu and nvidia gpu, game still crashes
oddly portal 2 is fine so im wondering if these older p2 engine games have some kind of compatibility issue with modern windows
im gonna try hooking up my 2080 to my laptop and see if it works there
wish me luck
Did you try to a diffrent cpu, maybe to intel to amd or vice versa? (cause sometimes what I'm saying is beinging taken to seriously this is a joke, not that funny of one, but a joke)
the laptop has a pretty old intel cpu but i really doubt that's making the difference of old p2 engine game's launching there and not my modern desktop
both computers have different versions of windows 11 so I'm placing my bets on that
Check for updates maybe
OMG portal stories mel RTX tho
i have windows update ripped out of both of them π
laptop is running the more modern 24H2 LTSC while the desktop is running some version from 2021
Specifically INFRA. I believe it started as a portal 2 mod and was made into its own game. It's a beautiful urban exploration game that would prob look awesome with rtx
Lots of outdoor environments though
2080 is crazy
holding onto it until 5090
Ima wait till the 9090
I had a 2070 and it did ok for some of the lower stuff, tbh its only the 2060 that really suffers
MH_OK
ima try moving the main folder to portal 2
im hoping the engine is close enough i can get away with launching it with -game
the kofi server invite is dead is there a new one
100%
omfg
i got the ASI to load
the window title has to be named exactly PORTAL 2 - Direct3D 9
is the OG stanley parable really made in source?
dang
It uses worldportals quite extensively to create the non-euclidean spaces you see in the game
So technically tsp (not the og) is still a sourcemod?
π
this is the demo version with portal 2's modern dlls
ingame
path traced but looks like hell lol
lights arent working
true, makes sense then
dang ultra delux is made in unity, so the only way to really get RT with tsp is with the OG
hopefully we can get it working outside of using portal 2's engine. (not to be confused with TSP's older p2 engine which isn't working completely atm)
meh, ultra delux in particular is definitely too new, but it seems any DX9 games should work since its DX9 that has the fall back fixed function mode for shaders
would be cool to see this in like borderlands 2
i feel a game like that and other ue3 games would be quite the undertaking
mirrors edge would be the more likely ue3 game to get working if modded similarly to portal 2
true, it would be really hard to get to the code of those games
source is much easier to modify in that regard
time to go digging through the list of DX9 games
You guys got Stanley parable working?!
It's a great card for people like me who don't just game with their PC, RT cores-accelerated OptiX blows CUDA out of the water, consider that in some scenes a 2060 using "RTX" OptiX was as fast as a Titan RTX rendering with CUDA
I never realized they had orange lights until I actually looked at them in remix
omfg i finally fixed it, older p2 engine games dont like CPUs with 2 NUMA nodes and high core counts
i made a custom windows boot entry that only has 8 CPUs and i can go ingame now on my desktop

CSGO pax 2011 build is based on p2 engine
gets ingame but no visuals
how do you do it?
i wonder if we can make left4dead works
i tried and the game just crash on load everytime
π¦
i tried this and games like left4dead and postall 3 still crash on load for me π¦
probably best to wait until the actual mod gets released so it can be targeted towards other source games
what the
πΆ
xoxor unleashed a beast with his source engine trickery
Left 4 Dead is a different engine branch
So it's going to require different work arounds
you might be slow
β€οΈ
Nah I was tested 3 times, but I am right still
That's the Xbox 360/ps2 orange box branch iirc
*PS3
I wonder what branch the original Xbox was on
og xbox had its own branch developed alongside the 2004 one
None the less, tf2, half life 2 and portal 1 still all used them, and the one thing in all 3 root directories is the hl2 folder, you maybe even could try tf2 RTX with the portal RTX method, thatβs pushing it though
People already got tf2 working with Remix I think
They did, and I know they did, Iβm just you could
The whole point of remix is to be original, thereβs no hurt in trying
Actually it seems for a period it was on windows as well
I canβt be for sure, and I could be wrong, and I probably am, but isnβt it a little coincidental that all 3 games use orange box and they all have the hl2 folder?
And even in the high chance I am wrong, you can understand where Iβm coming from right?
No, they all have branched off into their respective differences π while they did all belong to the orange box, over the years they've changed around their engines n stuff
The orange box would be the collective physical orange box from my guess again
But I could be wrong sont quote me on that, just nevause they have similarities does not mean they'll work the same
Still, this time, for the first time, Iβm not tripping
I'm not even going to bother with you anymore
Its worse than a brick wall
Haha
Thatβs a new one, itβs original, I like it
The worst are repetitive insults
Your a original person Bailey, donβt change that
Cya
Iβll leave on that, the best note I can ig
well, they did, but looking at disscusion, it looks like project is dead, but i did logo anyway today
64 bit version bricked it
plus its performance was so fucking bad there was no point
Well, there might be a chance
when xoxor4d releases his mod, ill be using it as the base instead
and yeah cr the goat
i wonder if his meathod allows for more directx 9.0c games
or just
source engine
just source

well the way I'm doing this could be applied to all dx9 games really
really

Maybe newer Telltale games can work
poker night
sm3 is not a problem if it's really simple (eg. cod games)
do you know what this is
alot of them are simple
below 2009
minhook failed to initialize some hooks
is this my asi?
Different patch moment?
ya
proofing with aob caching like it's a crapcom game
The method being "manually figure out how the game works and hook it up to remix through ffp or the api"
you know what i mean
I know, hence me telling you what he did
The method @pallid hatch could maybe be used to make it somewhat universal. Simply hook the DrawIndexedPrimitive method, get the vertex decl of each drawcall ... set FVF accordingly ... unsure about the world transform tho
Depending on how much things changed game to game, his research might be useful to cut on some work, might not. If the class alyouts are the same, might just be a question of adjusting a couple offsets to hook and then everything else just the same member variables at the same offsets from a class instance address
Β―_(γ)_/Β―
Would be real lucky tho
Meaning source games, forgot to mention
I'd say the ff rendering of models and setting camera transforms can be achieved in 1-2 hours for any source game given a good base to cross ref with
the individual challenges for each game .. the small stuff .. is what really takes time
Ye
how many source games do we have listed so far
like excluding source 2, i think there's a chance for csgo
Jurassic Park
It doesn't work for some reason, same with Jurassic Park which goes down to SM1.2
It has to be the engine itself
we don't do that here π»
no leaks please
actually could we just test regular csgo if steam didn't remove it in favor of csgo2
its still on steam
i mean, you could risk getting banned IF it works
dw im probably not gonna mess with it lol
-insecure
just like i almost did with tf2
lol
Some shader to fixed function hackery. Before with shaders:
and with FF (still need to fix the color):
this is done by editing each vertex in the vertex buffer and doing what the vertex / pixel shader would normally do:
https://pastebin.com/RFNrdvhe
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.

PEAK
That's incredible gg!
Thatβs amazing
Yeah, I tried to make my methods fairly generic, not a ton depends on a complete reverse engineering of the game logic in my case with the exception of the world transforms like xor mentioned. It could be a starting base for a few projects. But the reality is I got very lucky, since the shaders are practically pass through formats of simple declarations on each draw call. But as soon as it gets just a tiny bit more complicated then that, yeah, gonna need some work (on a individual basis)
I do however think a tool could be developed which can tell you those things early on before you waste a bunch of time. Perhaps even some kind of profiling runtime that discovers which path to take with the correct information and data
Anyways all that being said. Games which were ported from PS2 to PC might be kinda worth looking into, since many of them use this similar pass through declaration as it follows the PlayStation format
Amazing works!
Proper π¦ using the remix api π
Its almost like if that scene was done for RTX
π€
There might be a portal gun
The difference is they sell wool, and open Ai is like developing an Ai rn that for the first time genuinely thinks for its self (Galdos)
Itβs gonna βreplace chat gptβ
No 5.0, an ai that can think for its self
Wait, are you being serious with this?
No
They are making an Ai like that tho
99% chance thereβs gonna be no portal irl
But if that Ai some how ends up in Elons androids, get your hoses ready to spray the Mfs down with some water
i really appreciate you keeping the jokes and cutting around them. loads better than running up to glados while jumping cutting each line as you fly from one bit to the next like a hyperactive 8 year old on sugar
how do i set rtx up is it just the same as hl2 or what
nvm
it crashes on load can somebody help
Remix does not support portal 2 out of the box. You need a separate compatibility mod that is not yet out to the public (check pins)
yea i forgor
ok i downloaded everything i think but now the menu wont pop up

Did you change the settings in game right too?
what should i change
don't bother .. he does not have the compatibility mod
I see
bruhhhhhhh
πit don't work without it buddy
come on wait so i have to pay for it i guess
Yeah
or just wait until it's released
i would support you just dont have a dollar release isnt like a long time for that
honest question .. how are you playing pathtraced games in the first place
my dad gave me the pc
Release is 2000 years in March
just the job market in iceland is dog shit bc of reasons that i wont say cus il be called a racist im not tho
Spongebob cave scene
yes
999999 years
how'd you get your windows to look like xp
First public release: https://github.com/xoxor4d/p2-rtx/releases/tag/1.4 π
portal stories mel when
Same engine, so you could just try it
Unlike modern Portal 2 mods which run on DX11
my internet is pretty bad
why am i unable to purchase portal 2 on steam?
Why this error showing?
You are the first one with that error. Can you post the log files found in rtx-remix/logs?
Mhh seeing that the runtime stops after resetting the swap chain ... there was a very recent commit in that regard.
Might be worth to try this runtime build: https://github.com/NVIDIAGameWorks/dxvk-remix/actions/runs/11808715400 (just to see if that lets you start the game)
Is it expected for end users to have their games look like this image or is it normal to have transparent objects/portals not render correctly at the moment?
Never mind, it appears I am stupid.
I assume you forgot to install the remix-mod itself?
Yes, though alpha clip stuff like the foliage still isn't working.
That is a bug some people have and some don't unfortunately. I'm trying to fix it but it's hard if I cant replicate that on my system
Fair enough, good luck with it.
want me to give it a playtest? ive always wanted to see portal 2 in rtx so im more than willing to help out!
The public release is available from the github linked above.
i know im downloading it right now :D
ya think a 4060Ti 16G would be powerful enough? i hope so
yes
portal rtx was quite slow but i played it before my CPU upgrade so
p2 rtx is pretty well optimized, even compared to p1 rtx
:D i cant wait

i do software dev as my job btw so im willing to help any way i can (im a junior so i dont know much but i like to give a small helping hand to things i like :3)
Are AMD GPu's supported ?
Should work just fine (besides general remix incompatibilities like volumetric fog)
sadly portal reloaded doesnt work with just dropping the files in
Well it is "working" but portals obv. need treatment. The compatibility mod expects and uses the static portal overlays to render the actual portals .. mayve that mod disabled that functionality or uses differently named materials?
Okay, gonna give it a try and look at performance
same with portal stories mel
portal 2 crashes immediately after launch... perhaps it would be useful if I sent you the logs? @naive edge
yes please
@lyric scarab Mhh not that helpful. Any error message or beep? Do you see the titlescreen / window title?
Does it start if you rename/delete: bin/d3d9.dll, bin/winmm.dll, bin/_rtx.asi ?
If it starts, try setting your res to 1080p / windowed and try again
I will try to rename/delete these files. The only thing I can detail at the moment is that when starting the bat file, it skips the intro logos and music, and crashes just before/at the start of animation of the portal 2 menu.
Just wanna make sure but .. you are using the latest steam version? Asking because it's on your desktop ;D
no idea, I'll check
that sure does look sick
just installed the latest version, everything works fine, thanks!
the only issue I'm seeing now is that it looks like multi-core rendering doesn't want to be activated ? when there are physical elements on the screen, I get framerate drops but my gpu isn't used to 100%.
That is not supported and forced off. Larger maps are expected to be quite heavy with the limited culling going on .. it's something we have to live with for now
It uses moveable worldportals for the "time portals"
Hi guys I'm new here. Just downloaded the public release for Portal 2 RTX and I'm having an issue where the portals have no textures. Does anyone know how to fix this?
did you install the contents of both zips?
You need the contents of the _remix_mod.zip if you want portals to work correctly
I figured it out. I extracted the whole zip so it copied the portal2-root folder instead of the rtx-remix folder into root
I should probably get rid of that first folder in the zip yea π
@ripe hazel You should post your video in #showcase π
What res. are you playing at? Looks so crisp
Just some gameplay footage of the mod by #xoxor4d
Check out the mod: https://github.com/xoxor4d/p2-rtx
Support the creator: https://ko-fi.com/xoxor4d
That looks amazing Indeed
@naive edge Is the bug at 3:45 already known? The portal is behind decals on the wall.
I have not marked each and every decal as a decal .. that will fix that
4k with DLSS Balanced I think. It's really amazing how clean it looks. You only notice some breakup in low light conditions with fast motion where the RR doesn't quite catch up.
What gpu do you have to be able to run this in 4k 
I'm running a 4090. It would be interesting to hear how it runs on other cards
On my RX 7600 FSR 3.1 Ultra Performance and Medium RT settings, I get 30-40fps all at 1080p
on my 4070 laptop, I can run 4k at 3 fps
Really wish I had a 7900XTX
I made a video explaining how to set everything up
@thin geode you mind pinning this
On my potato battery, i get 30 fps at 16 bit
(GlaDOS reference)
You could have mentioned that copying the sound cache file will skip the long first load. Iβd also suggest not turning on fallback light as that will look pretty ugly on maps where culling is not yet handled π
if xorxor thinks this is good enough, i will pin it
It is also missing the part about setting up the required graphic settings
I understand the fallback light didn't know about the load thing, the fallback light makes certain parts so dark, and i feel there's gonna be alot of people who just want to play the game and not mod the game, we already have a guy doing that today, I'd think, atleast they'd enjoy it not pitch black at some spots over pitch black, but if you think it'll really cause a serious preformance drop I'll change the video
Yeah I'll do some editing
just to be 100% certain on the graphics settings so I don't fuck up, it's just the settings turned all the way down esseintally right
Just read the instructions on GitHub
you want the ko-fi link pinned still?
Should I include the ASI loader too?
might be a bit till I can get back with a new version of the video
3060 performance runs perfectly
no no! Thanks for re-pinning the first post π
wdym? You obv. have to install it .. I don't think that you have to mention it as it comes bundled with the download
This is so cool
the fact that portal 2 standalone holds up very well to this rtx version
is incredible
The actual possibility of every directx9.0c game to be made compatible with remix using game side modifications is pretty wild. But it requires lots of manual work.
Thanks a bunch π
Now it's working
With the runtime build I've linked? If so, could you try the one that ships with the compatibility mod again?
I don't think it's possible with every game and I suspect for a good number it would instead be easier to implement the renderer directly into the game rather than making the game compatible with Remix. But maybe I'm talking out my ass
My bad, some directx9.0c games are very shader dependent and the chances of them working are slim. But some few popular games could be worked on. All we need is an army of xoxor4d clones to achieve this 
We really do! And surely Portal 2 isn't the only one, xoxor4d told me this should work with every source game, and in fact Black Mesa, just by using his launch arguments and config, went much farther than ever before.
That's a polished game that would really need just a PBR conversion and I think it would give Remix a boost in popularity, which could result in other skilled people to get interested
Can we reuse some roughness maps and normals directly from base portal 2? I bet it would look okay enough and not many changes or customs assets would have to be made
I don't know what format they use, but in theory it's totally possible, they're just textures
they could be fairly low res though
the other day I was looking at Black Mesa's headcrab texture and it's only 512x512
Effort to fix would take time. meanwhile games that already have some range of PBR maps could be reused to reduce time while also just looking nice
Yes, there are exceptions where you just have to remaster it manually
I think it should be possible to just use a script when the maps are already available, though it would probably depend on naming scheme
if that's true, it would take like a couple hours, plus maybe manually fixing some things, but I don't know this for a fact, I'm speculating
Doesn't Titanfall/2 also use the source engine?
@ripe hazel what about this one? It should also spawn a console window that prints info about the foliage .. do you mind posting a screenshot of that?
Still seems to be happening
Anyone else here tried the mod and has issues with foliage alpha not rendering correctly?
@ripe hazel thanks that! It at least confirms that the function handling that is called. Still weird. Could you re-test with this? (no longer spawns a console).
If this does not work, I'll try switching the shader thats used
Still happens sadly.
On Github there is a screenshot with it working though: https://github.com/xoxor4d/p2-rtx/raw/develop/img/01.png So it could be still something on my end maybe?
This is how it looks for me
Well yea its working for me and for others .. but is also broken for a few
It's like Thor's hammer, you have to be worthy
@ripe hazel this has to fix it or I'm out of ideas lmao. Put that into rtx-remix/mods/portal2rtx
That fixed it! π
Okay, I was just reading over the steps you have and it says to use the ASI Loader for ease of use, so I felt to make sure
My 3070 ti can't handle this
lower than 30fps at dlss ultra performance
At what resolution because that's lower than my card
I can't remember the last time I used a Intel CPU
really the only reason a 3070 ti performs that poorly is a slow CPU or a bunch of crap running in the background
My satellite has this cpu
i7-12700H
you sure its not throttling while running remix?
1440p
yes
Gpu is the issue i guess
I will check later
Ah, I'm at 1080p
even with 1440p @ DLSS ultra perf, he should be getting decent performance in most maps
my 2080 can do DLSS perf/balanced @ 1080p with around 30-40fps in the intro maps
My 4070 laptop is running at 70 at performance
i assume with FG?
Yea
my 3060 can run it...
What I'd give for FSR frame gen
same, i get like 20-30fps with dlss ultra performance
how
this is with dlss balanced
could be like 720p 10 fps
no dlss
then with it around 60
prob comes down to res
All of this is still better off than mine
welp gonna a buy a 50 series card next year
I'll probably buy another AMD card knowing my wallet
i'll prob not buy another card until the 70 series
https://www.dsogaming.com/mods/you-can-now-play-portal-2-with-rtx-remix-path-tracing/
Comments will be π₯π
Oh shit. The same guy who made the first article on my mod. The comment section was crazy.
Tried it on my OC 7900 XTX at 4K with "performance" scaling ( so 50 % ) , cannot manage 30 FPS in a lot of areas unfortunately. Maybe i didn't tweak enough the settings.
Could you provide the same " simple" menu than Portal RTX before switching to advanced one ? Because in the advanced one, except for the scaling, i didn't find the other settings i tweaked in Portal RTX. That may explain why i couldn't achieve my performance goal
I think there is a button in the top right corner that gets you to that simple menu. Not sure what itβs called from the top of my head tho
I would contact the author and let him know he should specify this only makes the game compatible and it's not remastered just yet. It might seem obvious to us but I assure you it is not for most people.
Dsogaming comments are something else. Not only do they shit on whatever is presented in the article but they also endlessly seemed to roast the guy running the site last time I checked
I thinki found it but there was only the scaling option, right ? I didn't see the others options like in Portal RTX
Okay, i found the settings
But i am not sure this is normal :
It's lacking some lights, isn't it ?
Looks like it's lacking all lights except the sky light maybe
In the prvious area where there is the elevator , the lights were okay
Looks like you are missing the remix mod files or you disabled enhancements in the runtime settings
oh i am probably missing the mod files
Yeah it works now
Looks quite good. Performance crumbled unfortunately. I am sub 30 FPS, 50 % scaling, RTXDI disabled, Denoising to low and Restir GI Disabled. Min bounce = 0 and Max bounce = 1
Okay, i tested a bit deeper.
It's a bit weird.
Sometimes performance are quite good, like in the starting chamber or in some areas at the beginning. My GPU is like at 70 % usage locked at 30 FPS.
Then in some areas it crumbles, and i'm getting to 20 /25 FPS . Maybe in areas where there are glasses i imagine ? Or more lights?
Anyway, that's a good work, hat off.
If you find a way to fine tune performance in problematic areas and work on MTL a bit to get the most of the new lighting, it will be an incredible piece of work
Yeah glass refraction is pretty costly and the game is very cpu bound in some areas. Letting the game devote the LOD helps but makes remixing a lot more tediousβ¦
Best way might be to edit the actual map file .. remove props .. place a unique marker and attach models using the remix toolkit β¦ so that the models are now handled by the game itself
wouldn't letting remix runtime handle the models be a more suited fit?
What about loading only low poly LOD models
And replacing them with remix
That would help a little but it would still draw a shit ton of models on certain maps. Removing them all and re-adding them using remix might be the best solution.
But yeah, Iβll create an option to set everything to the lowest lod. Just donβt want that by default because of all the people playing it without an actual remaster
and so it begins
I love how itβs just a random google blog too. Itβs just an echo chamber for those people, always the same ones.
dsogaming who?
Well thatβs better βΊοΈ
it looks sick good job
why is the water white?
Is it water or moondust gel?

Material was never replaced
failure of embed
Bros intrusive thoughts won
Tenor is yet again banned here
or is discord acting up
This is the second time istg
issue of skill
it should work with one click though, im using the provided gif section
Congrats
π
I'd recommend using FSR ultra performance at 4K #1263976646441172993
Didn't know it worked with rrmix, gonna try, but I fear quality is gonna be too low to my taste at ultra perf
looks like cum
sorry
me when your mom
dsogaming comments are so unhingedβ¦. π
i like tea
Oh shoot
Im late
It happens
is this mod a work in progress considering the bad normal maps and some lights not being emmisive like GLaDOS's eye and the panels "eyes"?
lighting so far looks great btw
Yes
Although it's main purpose isn't supposed to be a remaster or anything
it's just to get things remix compatible for path tracing and remixes genral functions
It's just to get RTX working within Portal 2 properly
you guys are not going to remake all the textures and stuff
Some one is, I think there is a team but that's not what the GitHub project is focused on
The Portal 2 RTX project team will, but we just started
take as much time as you need, i hope it will be great
Since it's the community doing it it likely will be
im just bored
locked in
I'm supposed to launch the Google Form Application today
w
I kind of want to post it here, but I also feel like it's not appropriate since this is the thread for the compatibility mod
i find it very nice that the entire community has decided to unofficially make portal 2 rtx
like you guys are ACTUALLY going to remodel stuff?
so like actual remaking and not just making pbr maps for all the texture
cause just pbr-ifying it works but actual texture remastering would be really cool
We'll see how the team handles it
If they ai generate textures then it'll be the biggest letdown of the history
But if they make textures properly, it can be an amazing mod
Now I feel like getting some attention. I should drop an update for my mod and these websites will come flock to me in a second.
There are a few low poly models that need a touchup, it's not much though
Valve did really good considering it was 13 years ago
@naive edge hey, why not use the latest version of dlss ? there have been significant improvements since dlss 3.1, with preset e and co
finally, my logo in action
yep, more than a week ago it did, and very recently it became public
Itβs been almost 2 months HOW DID I MISS THIS
Oh wait did they edit in the link like a week or 2 ago
Thatβs what comes with the latest remix version
public release happened 15th November
Did people know this mod existed a month or 2 ago?
those in here - yes
people outside - maybe yes, maybe no
How did I miss this
I missed it at first as well, lol
Bro is in utter shock
it happened because it required a game-side modification
Hence why it's called a portal 2 remix compatibility mod
i know part of it was cause portal 2 had no version of directx compatible with remix
did they somehow change the directx used in portal 2 or?
yeah but xoxor4d had to reverse engineer the game shaders and turn it into fixed function
First commit is from 21.09.24
its from your group?
Yeah
Sure, your logo is way better to me π
here it is
Dang, you work fast
Amazing
simple thing for me to do, tbh i actually start working 2 minutes before i asked about reimagining
but yeah, its fast to do
I don't think I can edit the old thread picture so maybe I'll start a new one
added a little credit to myself
intentionally darkened the credit so it won't take a full attention to it, those who want to see, they will see
Created the new thread with it
π
Like Xoxor mentioned it's only that the version of DLSS that ships with Remix is out of date. You can manually update the DLL just like any other game, and if you use 3.8.10 it'll automatically use preset E
Does that mean we can ship a remastered Portal 2 RTX with a upgraded DLSS?
Totally
I already have it swapped in my project files
Noice
OMG!!!
Wild Username
@naive edge Are you going to continue to develop the mode in the future?there are sometimes conflicts between the developer's da/intention and path tracing lighting, it looks like
one example I can cite is this portal platforme, which is invisible in the remix
You are mixing things up here. That is stuff you do with an actual remix mod. People remixing the game will have to do that. I merly provide a mod that makes the game compatible with remix in the first place and I'll definitely continue to work on that + a few qol things.
I do ship a base remix mod besides the compatibility mod as some kind of base so that people know how to setup the portals and other mod specifics (that also includes a few lights and emissives .. but it's not aiming to remaster the game)
No more development we pulling a concord 
You mean that apart from make portal 2 compatible whit remix,, you haven't touched the position of lighting and co ?
Altho there is a team ik is working on a mod for the remix mod... might be worth working with them to keep it to the taste of the game for sure!
I've only placed lights on like .. 3 levels ... for a total of .. 6 to 7 lights
J am curious on something, before the most recent patch the moon was a weird pastey grey color, what was up with that
hm?
Like it was fixed as of recently but I was just curious on why in the first version, the moon looked like it was both rasterized but also a missing draw call
Concord? Never existed
Chinese propaganda
I know of some paperweight Playstation discs with the name concord
Saving this
i'm doing 4K version of Overlay just in case
here is 4K version, as i said, just in case
Nice
Alright if I share this with the team?
that's pretty much the intention to be used for the team
Honestly, if you want, I can just invite you to the team server, lol
why not
I had a playthrough of the game with @naive edge 's mod on a 3060ti getting 30-60ish fps at 1080p dlss performace. Even with mostly stock assets the game looks great and is very playable except for a couple of moments that got a bit dark or it was tricky to see which surfaces were portalable. The mod gave a really eerie vibe to a lot of the old Aperture Science/depths parts of the game in a 'liminal spaces' kind of way.
@naive edge with your progress with Portal 2 and so many other games, i'd like to add an emoji that honors you lol
could be your profile pic or something like that
i was never book smart im money smart
Wow...
Its gotta be one of thoes
emojis fr fr on gang (or not π
)
exactly
https://cdn.discordapp.com/attachments/1299503727299788891/1309357922010009661/2024-11-21_21-19-40.mp4?ex=67414a17&is=673ff897&hm=cd4355c8c95643ba3a9f380cfb50d58de01540f0aab19b56153a19cb207683c3&
stupidly hi-res PBR wheatley, now with fixed UVs
DLAA @ 900p, my 2080 is dying
also relit the top area of sp_a1_intro with a more diffused sun, i think it fits the mood of the game better than my last attempt
https://cdn.discordapp.com/attachments/1299503727299788891/1309359511437312160/2024-11-21_21-24-54.mp4?ex=67414b92&is=673ffa12&hm=5b76ce8a42e4939c899b9da59a3811ea2af0a4d58bb1636ec8eb38ef05898480&
without the legacy fog
@naive edge is it possible to easily add translucency to them leaves?
download models.usda from here
https://github.com/xoxor4d/p2-rtx/releases/tag/1.4
Installation:
Download and open both zip files
Copy the contents within the portal2-root folders into your portal root directory (the rtx-remix folder, _start_portal2_rtx.bat and other files shoul...
What should I do next? Just open it in Remix, modify the material and save?
read
It doesn't work for me (or at least not as it should), it seems to me SSS only works when I add a map for it. I think brightening the original texture, setting rounghness to .6-.7 and adding a simple SSS mask works well enough before a proper remaster, but for some reason even though I saved the textures in the exact same way, some retained the alpha and others didn't. I don't have time now but as soon as I can I'll try to do my part
oh I thought you have the alpha bug with no alpha at all
I'd love to help with making higher res textures. I just don't know how to make custom PBR -- does anyone have any advice on how to do that? Is there a recommended software for that? I'd prefer not to use AI
@kind lance whatsat website called that your eccomended me again? the fake photoshop website?
I have actual Photoshop if that makes a difference
No the alpha works, but the plants are too dark right now @safe elk (it's photopea)
quixel mixer, instamat
you can also use CC0 textures as a base and modify them with those tools
For things like the portal panels I already have a custom texture with circles set up, I just gotta make those circles indented. Giving instamat a go sounds like a good idea though
Photopea
I feel like we should just steal @old abyss 's work for this 
You absolutely crushed it. I think you're more than capable of doing glados if you were up to it
what did he do for this level?
yep, im assigned to chapter 1 on the team so i'll get around to PBR'ing her eventually
though its going to be much more involved compared to wheatley
If only he was on the team, lol

What is it? Talking about the verge? The Ivys in hl2rtx specifically were work of Andrew Stole. I worked on grass, bushes, some trees and other stuff, but yeah, it is something I could work on. Though recently I've been quite busy with non-remix stuff π
There's quite a lot of greenery in Portal 2 with the overgrowth, might be sweet
it really needs to be geometry either way rather than alpha
I wonder how much modeled out vegetation is available online
Indeed. Lots of potential for SSS as well
Ok but u missed the part where glados squeezes Wheatley
full vid is in #showcase
YouTube link
bruh it's one channel over and its the newest post
Am on phone
so am i 
Not gonna switch apps
π

there is a bunch of decent free blender addons, we can even simulate how they lay on other objects by using the map capture as collision data
π
oh yeah im definitely excited to start messing with that
nvidia please release the 5090, my 2080 needs to be put to rest for this project 
Can anyone make a quick recording of the turret wife serenade
TreeIt has support for that as well. There is even a tutorial specifically for Ivys showing how to make the branches attach to walls naturally: https://www.youtube.com/watch?v=cos0hrBV974
This will be a short 15 min tutorial about creating a realistic Ivy in SpeedTree 9 utilizing there new mesh force algorithm :) to cover about anything you can think of :)
I hope you found this useful :)
Thanks for watching
Join this channel to get access to perks:
https://www.youtube.com/channel/UCJgsyVMp_b1xGU2HuQHXGBg/join
Join my Patreo...
damn I got the wrong link lol
or maybe I'm just dumb and can't remember. Anyway, that is speedtree, not treeit
NVIDIA Gods, please send us new GPUs π
I'll do a rain dance as well


I spoke to Jen Hsun earlier and he told me the whole server is going to get brand new GTX660
want me to add this one?
sure this one is perfect 

Perfect card for UE5
ya know what's even better?
much appreciated π
GTX 285
Now we're talking
my first gpu was a gtx 295 .. dead on arrival π
my first GPU was a radeon 9200 (or something like that)
I am old, I remember a time when I would've killed for one of those, I used to gush over 3DFXs
my time was after 3dfx GPUs, so i never really used those
i think the first GPU i really wanted was a GTX 980. before that i was pretty much fine with anything
but at the time seeing Battlefield 4 run so well was mindblowing lol. i was playing at like 25-40 FPS on a GTX 550 ti
I think my first discrete GPU was actually fairly modern, the last of the Ati I believe
4850, is it possible?
used too






