#Portal 2
1 messages · Page 4 of 1
Radeon 9200SE
Radeon X1800 GTO
Radeon 2600XT
Geforce 6600GT
Geforce 8800GTS 320
Geforce 8800GT
Geforce GTX 260
Geforce GTX 460
Geforce GTX 780 Ti
Geforce RTX 2080 Ti
Geforce RTX 3080
Geforce RTX 4090
these were my gpus
Scriptable transitions for remix variables based on the leaf/s the player is in 👍
Can be one way, or in + out, with a tweak-able delays (before starting the transition and between it's completion and the backwards transition) + different ease functions.
The only thing thats missing is the ability to do that based on played choreographies 
Question. Does anybody know how to solve ANY issues relating to this error?? It happens only on this mod and along with portal prelude RTX with any config and I already tried reinstalling drivers twice and running as -windowed. https://media.discordapp.net/attachments/1107017578238447706/1307751358958407700/image.png?ex=6742095c&is=6740b7dc&hm=4cdc8836046f9740efb29ebe1b028ec4c46b9e5be233be8dbc7768aad17b9569&=&quality=lossless
It's entirely RTX remix related and I have no idea how to get around the error
this will definitely help me with fixing the timing of the light on the elevator in sp_a1_wakeup, good work 
You are now the second person with that issue and I have no clue what's causing that. "Glad" to hear that it also happens on prelude
Does installing this help? https://www.microsoft.com/en-ie/download/details.aspx?id=8109
Sadge ... I guess you have to create an issue on the rtx-remix GitHub repo then
alrighty, thank you for taking the time to at least look at my issue
Migraine 😂
Transitions can now be triggered by choreographies (.vcd's) as well 🙏
lmao I love that demonstration
no wonder why Chell doesn't want to answer the door
When Chell's brain damage kicks in:
Look at the MY COMMENT (Youtube wants me to give them my government issued documents to pin it and I ain't doing that, so please like and reply to the comment so it stays on top)
@naive edge I remade the video
I tried a total of 34 times to get the long load to not happen but for whatever reason it would still happen
As it's a minor inconvenience I don't see that as too serious of a thing to leave out but if you still want me to change it I'll remake it again and try to figure out what I was doing wrong
I'll take the thumbs up as the video is good
@thin geode you mind pinning this?
Bro did not read the github 💀
Hey, if it works it works
Xoxor seems to think it’s fine so can’t be that bad
Worked for me 34 times so it should be alright
I'd still refrain from 📍 it. Appreciate your effort tho 👍
Because I’m going to make it again, what’s wrong with it
It’ll be right eventually
Just might take 34 more attempts
Just read the github 😭
Read it more than 34 times
Alright read it another 5 times still don’t know what’s wrong
It's still too early, stuff will change so dw
I got a lot of thanks comments on the original too, so it can’t be that bad, and works for other people
Stop
Me when I have a minor case of serious brain damage.
It work fine, but all sounds are missing
Did you copy the sound cache file or skip the first long loading sequence?
No. not copy the sound cache
i forgot
if that does not work then paste that into the ingame console:
snd_rebuildaudiocache;snd_updateaudiocache;exit
PBR mod pack's coming along well 
the shiny buttons and wall plates are my favorite to do
Where did you get that? moddb?
I'm making it right now
It'll be awhile until it's finished tho, it's something I'm just kinda doing on the side. Focusing on TRL right now, just doing this in my free time 
Damm it looks so nice
Thanks! 
It feels like it is half remastered.
Got the mucky water reflective, but I think I should mess with the metal scale on it, looks kinda dull 
It looks like that for me too
That should be fixed on the latest GH actions build
Now I can drink it
i don't think its okay when that wall on 0:27 is loosing its stripes
does any one know how i fix this please
Launch from the .bat file not the exe
I wonder how's that going to work when we ship it
You can convert .bat files into .exe files with cmd
.bat files are just easier to work with to start
looks yummy
Looking at the .bat file, it should be fine, but if we made it into an .exe, we’d need to keep the old one in, cause I don’t think we can just copy and paste the old one into a new one
Why would you want to convert the bat to an exe
childhood truma, He once fell down a well and got scared by the bat's
This is from the film Batman Begins by Christopher Nolan. I have edited it to use it for a seminar for my English paper at university. This is not my own and nor do I claim it to be my own.
The goal is to put Portal 2 with RTX on Steam, and I'm not sure if bat files are allowed as the executable
Why tf letting u do all dat?
Hm?
Who's letting you post portal 2 rtx on steam?
vulpes is saying the project's ultimate goal is to collaborate with Valve to have it released on Steam as a mod
Ah
Okay
That makes sense
I'm interested to see where everything goes
I'll help with materials once it gets stable enough
I need to play portal 2 first.
That'd be the num 1 goal, the way it was sounding we were just gonna post it on workshop
Well you can list things as community mods like Half-Life 2 RTX is doing or something like Portal Stories Mel
It would be cool if we got it posted like hl2 rtx or portal rtx
like a store page over workshop
that'd really be something man
Ur not a gamer if you haven't played portals. Best games ever
okay bro
if you haven't played pong you're not a true gamer
Not lying
I have 
What kind of material work or replacement models are needed, I could make a few game assets as my contribution
The models are pretty good. So just retexturing will be fine.
Yee I can do that.
I'd like to remodel Wheatley and glados, starting with potato glados and a 3d scan of a potato 🥔
That would be acually pretty cool
Get one of them Irish potatoes
Up for scan
I'll get a reference image and go to the store lol. "Excuse me miss, have you seen a potato that looks like this?"
Is aperture desk job a retcon for the portal series?
A couple of pointers if you don't mind, not based solely on this image: don't just "blindly" convert automatically, in the earlier pictures you had normal maps that were inverted compared to what would actually happen, for example in the metal frame of the elevator, the scratches, instead of being indented, were protruding (because the AI/algo/whatever, interprets lighter color as being raised from the surface, but it's not always the case), this was also happening with the dark panels, which had bits missing/eroded and they were showing up as elevated compared to the main texture, for the same reason, if I recall correctly even the edges were raised instead of indented.
In this particular image, the "water" is clearly a mixture of different substances, very impure, yet it reflects light in a very uniform way (particularly evident in the reflection of the spotlights), if you want to avoid completely remastering it, it's sufficient to plug the albedo texture into the roughness input, maybe tweak it a bit in PS if you see the effect is too strong this way, it probably doesn't need high contrast, and maybe it would work better inverted, it's a matter of playing around with it and see what works best but it shouldn't take long.
Lastly, this is from far away so I'm not sure it's not but, just in case, rust is very very rough and not very reflective, since metals are oxydized and broken down into powder (that's why it will stick to your finger if you touch it), light gets scattered around quite a bit and a good chunk of it doesn't make it out to the observer.
maybe a bit of subsurface scattering? or would that reveal too much of what's underneath the asset
I do want to get low poly models like these replaced
I heard a lot of those side games are just done for fun and not for canon
one question how do i fix my player model cause im using a custom player model and it places me in a third person perspective arround my characters head
That is up to personal preference but you can use textures for equally same effect
- You have to mark ONE part of your playermodel (legs OR torso) as player model body texture AND as player model texture
- Then mark all other parts of the playermodel that should be hidden as player model texture
The one texture marked as body acts like the center point from which textures marked as player will be made invisible
how do i do that
- alt + x --> game setup tab
- open the player model body texture tab
then use your mouse to highlight the body tex -> right click and select the appropriate category
third person?
the thirdperson shoulder mode
I wonder how this will work with co-op where you can be either Atlas or P-body
I can already detect what model a player is using so I would need to set and remove the textures via the api (which is not a thing yet)
nothing you can do about that for now
just finished playing through portal 2 rtx and it was amazing
Nice. I'll make a moddb update for it
How's the performance atm
on my 3060 at 1440p terrible
Sub 30fps?
Any issues other than performance?
some minor visual bugs in some places
but not too noticable
and the lighting made some puzzles harder for me
Gotcha. If it's playable with remix from start to finish then it's good. Yeah lighting definitely needs some adjustments. That is up to the modding scene
its definitely playable
gotta wait till its properly remastered to play it again
but xoxor did a great job
Is there an rtx.conf file? Can't locate it in the repository
If you have one please share with me
How have you fixed all the geometry already? I swear it was barely working a few weeks ago
Are you going to add custom textures now?
Maybe improve the style a bit more?
does anyone know how i can stop my game from crashing as soon as i load into a level
does an error come up or does it just close?
close
@naive edge dont wanna annoy you but do you have plans on making a compatability mod for portal reloaded and portal stories mel?
not for now but shouldn't be hard as it only needs minor tweaks
someone please help
this?
or this
@here
nvm
im a dumbass
gg
whenever i get to the bars being fully loaded nothing happens
and the "welcome to rtx remix" thing doesnt popup at the top of my screen
WAIT I FIGURED IT OUT
I THINK
mabye
it worked
got the popup
but its loading for agessss
stop typing and just wait
wtf?
everytime wheatley hits the stupid ass fucking room into a wall my memory goes up
is he trying to kill my pc
too realistic
WHATTTT
THE FUCKKKK
fps killer
what settings were wrong?
My 8GB card: "seems normal"
My Dad's 16GB card also:"seems normal"
My 24GB card: "Piece of cake"

just get an RTX A6000 with 48 GB VRAM
yeah just gimme like
5k?
idk how much they go for these days
@heady laurel we can share
I'll take a AMD W7900
lol @6GB users malding over performance issues as if it’s remix’s fault 
Every time I tried watching this video it freezes my browser.
i have one of these

thank you school!
any plans on csgo?
any ideas to reduce the bottleneck? il chek the settings in-game and the "Multicore rendering" its disabled no matter what i do, i cant enable it...
even if i open the console and type "mat_queue_mode -1" doesn't work
@naive edge
i have the reflex option off btw
46 FPS at 4K on a 3080 is basically to be expected tbh
multicore rendering wont work iirc with this mod
enable framegen + DLSS and lower res 🤷♂️
im using ultra performance mode at "1280x720" and im using LSFG instead of DLSSFG because of the latency
Why is that?
i mean, why it doesn't work ?
I don't know, xorxor just says it doesn't work correctly right now, its early days of this mod
Ohh ok then that's why...
not sure anyone has tested LSFG with this let alone remix so you probably wont get much support with that
Yeah i know, il have been using LSFG for a while with remix and works rightly fine
sure, I more mean in relation with this mod and getting performance benefits. DLSS is also tightly integrated with how the path tracer handles the motion vectors and ray reconstruction, so sometimes its necessary. but if LSFG works then great.
My 3080 doesn't support FG in the first place so in order to use DLSSFG il had to download the DLSSFG.dll version 1.0.1.0 but im getting so much latency and random crashes at times with it on 😦 that's why im using LSFG
I see. yeah. if it makes you feel any better I only have a 2080 and I can't even play the game barely :P.
im sure in the coming weeks xorxor and the community will have some performance fixes / optimizations. some people around here are also into getting it working on the steam deck like @buoyant venture.
rlly? wich resolution u play ?
I just do ultra performance standard DLSS either 2k or 1080
Nice!!
I mostly develop stuff and dont play it so doesn't really bother me. (mostly waiting for 5 series GPUs)
My 3080 still gets the job done with some path traced games at 1080p or even 1440p but at 4k i need to use DLSS to ultra performance mode
yeah, sounds about right. you're in the same boat as mostly everyone else here with less than a 4000 series card. 4k is pretty much impossible due to VRAM limitation or just lack of power. with DLSSFG you can do 4K in this game ... with maybe a 4080 / 4090 (as of now)
Even my monitor native resolution is 1080p but i rather use DSR and merge it with DLSS and LSFG and im not having any issues
Yeah, looking to the future we will need a minimun 4070/4080 to run Path traced games like this at 1440p/4k
more than likely
Force disabled that. Don’t think remix will like work with. Skinned meshes will most likely lag behind when enabled
So thats why im getting a "bottleneck" ? i mean my gpu usage goes from 70% to 90% in-game at times
Any idea if this issue will be fixed ? or it doesn't bother at all
The bottleneck you're seeing is probably just down to cpu requirements of RTX Remix running this title, not whatever the Source engine is doing in the background, which is the only aspect multi core rendering would affect
iirc what xoxor4d said, portal 2 is notoriously heavy on drawcalls and that hurts performance a lot.
i get decent performance on my 2080 if i stay under 1080p, my 7950X3D definitely helps with the engine bottlenecks
Not forcing lod 0 can help on certain levels. Reducing draw distance as well. I’ll create a flag to disable the forcing but that will be off by default.
I think the best way to reduce the cpu bottlenecks would be to edit the map file, remove a huge chunk of static props; add a map marker to that area; then re-add all the removed meshes by adding them as references to the marker using the toolkit.
That way, the engine draws a lot less stuff and Remix does the heavy lifting + that also allows you to change the meshes itself
we have a fuck ton of workstations
workstation PCs at school do be goated
Ryzen threadrippers and 128gb ram for simulations
God damn we have 3080s i5 😢
The compatibility mod is now my most starred repository on GitHub 👀
edit: ~1500 downloads of the first release 
Good jorb
I'm one of those stars, lol

Does anyone have enhanced assets for the mod or knowledge on how I can do it myself for normal and roughness maps?
That's only because you haven't worked on the Tetris compatibility mod yet
@winged wind multicore rendering enabled .. it does improve performance tho 😂
(Warning: may induce seizures)
@naive edge do you know why it happens? maybe one of the parts of the geom hash rule gets overwritten with data from another thread?
oh well it seems like the other thread be doin something else
no idea really. Haven't really looked into that
api trace via the CLI has a useful option to split calls by thread, might be useful
sometimes I wanna build an old PC just so I can re-install PIX or nsight for D3D9 😅
mh? Pix is still working fine for me
god bless
ohmy
so glad its off by default
but it really improves perfomance?
it actually works now for single frame captures
. thx
schizophrenia gaming.
mmmmmm the portal 2 rtx experience
| Portugal 2 (Portugul?)
okay I was about to ask lol
yea lol
It looks rasturized
ya idk why its just not path tracing
only thing that pops up
is portugal 2 that bad it'd cause a fatal error for remix
nvm got my answer
I don't know but its not tested, this channel is about portal 2 vanilla (at least thats the only compatibly tested mod we have right now)
Its a mod where everything is Google translated 32 times over
also ya its just a mod that replaces the sound files and some of the textures, doesn't touch the base game's code
its still base portal 2
well sure, but given the fact the base game works and yours doesn't makes that irrelevant
The textures that are replaced are shader based textures
From what I could guess
Don't try thinking again
I'll think
(I have no idea if ur right or wrong, I just wanted to make fun of you.)
i know

thanks @naive edge for this, its looking great

maybe I accidentally switched a setting - but whenever I look down at the icky water I get a mirrored effect
Kind of like in gmod, but ent_remove_all func_reflective_glass doesn't work to remove the mirror effect
Video doesn’t load on mobile but try the most recent GitHub actions build
Ah now it does. This is fixed in the most recent build
All fixed, thanks! 
release it

You got no enhancements on
Click alt+x to open the remix menu
Then switch to the enhancements tab
Then click on enable enhancements
And then at the bottom of the menu
Click save
If that don’t work just try a fresh install of everything
this is how i remember playing Portal 2 around 2012
It’s beautiful isn’t it 🙂
For me it's like looking at something without glasses
Not because it's bad but because my GPU is
Heck, I probably won't be able to enjoy our own remaster in high detail
Sad story there

surprise.
oopsie forgot about the tradeoff - already making 1.1 of my pbr pack 
You added lights as well?
Yeah, went ahead and added lights to a few places to make it hopefully fully playable with rtx and pbr. I might've missed a few places but I think I got everything
I can always make a quick hotfix if anyone finds any spots
propulsion gel looks so delicious
Well guys, the game is remastered, let's wrap it up /j
yummy 
shouldn't the light source be coming from the obviously hanging light
In the original game the light doesn't make much sense 💀 It's now a microphone and there's a strob light from the ceiling 
awesome 😛
is there a way to turn it off or do you just have to delete the files from the portal 2 folder
cus i wanna play co op but i cant launch the game from steam with this installed
Awesome! thanks!
But do i need the 2 files or can i download only the "hotfix"?
You got it! Only the hotfix version is fine, it's just a version 1.1 update, it has everything the original has but a quick fix for a spot where a level was completely black 🙂
damn
Thanks! Keeping notes on all these lil problem bugs for the next update 
in sp_a1_intro6 i found this as well 
So how do you install it? I'm downloading it now but I don't see any installation instructions
just put the files inside rtx-remix/mods folder
it's in the default portal 2 path lmao
and I already have long paths enabled, dang
ah the problem is the full path is
C:\Program Files (x86)\Steam\steamapps\common\Portal 2\rtx-remix\mods\SkurtyysP2RTXPBRPack1.1\SubUSDs\appdata\local\ov\pkg\rtx-remix-2024.5.1\deps\content\rtx-remix-lookdev-lighting\Projects\Materials\Content_Team\Common\HDRI
THIS IS BY DEFAULT. Most of these folders just contain one other folder, what the heck
I'm just going to rename the pbr pack folder
ok there's invisible gel in the old test chambers
This could help
https://www.thewindowsclub.com/how-to-enable-or-disable-win32-long-paths-in-windows-11-10
Long paths are on 😭
also aperture uses lamps that are brighter than the surface of the sun
glados is boutta become french fries
https://youtu.be/a3BcYtKmmlE Never realized how heavy this was considering I had FG on all the time. Guess the 5090 will already have a stress test waiting for it when it comes out
Portal 2 Path Tracing with RTX Remix On vs Off graphics and performance comparison benchmark at 4K, 1440p, 1080p DLSS 3.8.10 Quality/Performance + DLSS Frame Generation and Ray Reconstruction with Path Tracing and Very High settings on RTX 4080 + i7 10700F
Portal 2 RTX Remix Mod download link:
https://github.com/xoxor4d/p2-rtx/releases
If you ...
i love you
Multicore rendering should help out a lot
should you enable it ingame?
yeah but in gpu bound scenes like in the thumbnail i dont think its gonna help too much tbh
You can't
maybe 2-4 fps more
here i was having like 20-24 fps with a 3080 10GB OC (cinematic)
but it looks so damn georgeus
At the moment, no
that heavy drop is caused by all the glass refractions
I'm an AMD user, I'm always GPU bound
even for a 4090 its a big deal
its somehow worth it, after that particular scene on the game i was having constant 40-60 fps
on dlss-perfomance
my 3060 is running it at like 50?
at 1080 with dlss?
its expected from a 3060
mine 3080 can do 1080 using dlss quality at 60-80 fps with some drops
It's 100% GPU limited on my system
I mean it's no surprise considering Portal 2 is the most modern fully path traced title
Since we're talking about glass, how did you make it? I've noticed that if I select the glass material it doesn't have all the options available, am I tripping?
mh? what options
In the toolkit, it doesn't give the same options as other materials
is that normal?
welcome to the world of plastic beach
well its using the translucent material instead of the opaque one if you mean that?
I'll have to check if it's just that
Huh
Yes, in the end it was that. Am I understanding correctly that there is no way to modify roughness on translucent materials? I was trying to make the glass look dirty, but for that to work the dirt must have some roughness to break up the reflection
I was looking for a way to do that as well ... ended up just using a type of transparent texture. would be cool if you could change more than just the refraction or apply a mask texture on-top
All I could manage to do (successfully) was correct the glass color, which right now is different from the original game (classic green tinge)
don't mind the texture on the glass, it's just something I was trying
looks pretty good actually
If it doesn't affect the reflection it just looks like colored glass though
I'm leaving these here in case anyone wants to try
I mean certain types of glass do have that kind of colored edge, I dont think they've opened up enough knobs for the translucent shader stuff
. in omniverse you can do more
A long while ago we experimented with the translucent shader and found some issues. I'm not sure how it goes nowadays.
Basically, it wasn't possible to have both colored glass and normal maps
#1103377328530276403 message
#1103377328530276403 message
No I meant there is a dirt texture on the glass, it does nothing like this, the colored edge is the only successful thing I've done, it looks right
The glass is colored, it takes the color, that's not my issue, my issue is that it's not possible to modify the roughness
I mean RTX Remixed title. Or is there another newer one
pretty sure he's suggesting using a normal map for the rougness
This is more or less the effect I was trying to obtain
there is no slider for rougness with translucent shaders, you have to use what is available in the image E-man linked, and that is only in omniverse
Got it thanks
It looks so off, everything is dirty and grimy, and the glass looks pristine, it worked in Portal, but in P2 it has to be solved somehow
@frail lily hey, so if you checkout the source code for the shader file AperturePBR_Translucent there is a default roughness option of 1.0
bsdf diffuse_layer = df::diffuse_reflection_bsdf(
tint: diffuse_lookup,
roughness: 1.0
);
edit: you can probably add these to other bsdf layers:
roughness: 1.0
maybe its only for the diffuse layer, might be worth playing with. idk I wish I knew more about how these were programmed
Ahh you're right, must've marked a light texture as translucent - will fix in the next update, thanks! 
Mine looks different, actually
#usda 1.0
(
defaultPrim = "Looks"
endTimeCode = 100
metersPerUnit = 0.01
startTimeCode = 0
timeCodesPerSecond = 24
upAxis = "Y"
)
def Scope "Looks"
{
def Material "mat_AperturePBR_Translucent"
{
token outputs:mdl:displacement.connect = </Looks/mat_AperturePBR_Translucent/Shader.outputs:out>
token outputs:mdl:surface.connect = </Looks/mat_AperturePBR_Translucent/Shader.outputs:out>
token outputs:mdl:volume.connect = </Looks/mat_AperturePBR_Translucent/Shader.outputs:out>
def Shader "Shader" (
kind = "Material"
)
{
uniform token info:implementationSource = "sourceAsset"
uniform asset info:mdl:sourceAsset = @AperturePBR_Translucent.mdl@
uniform token info:mdl:sourceAsset:subIdentifier = "AperturePBR_Translucent"
token outputs:out
}
}
}
hmm, im talking about AperturePBR_Translucent.mdl, should be in your materials folder
oops I opened the usda
Changing the value (while it might be useful for other things) would do me no good in this instance, because I would need that to be driven by a texture. I suppose one solution might be to modify the model to include a decal on top
yeah :(. It seems like you could probably modify the file to allow one to be used, but seems like currently the toolkit UI doesn't expose texture related stuff like composer did
advanced mode would be to modify the mod.usda file to incorporate the normal map or whatever texture inputs into the material reference
you'd have to add normalmap_texture to the reference, then the shader will see it bound and run normal_lookup
Normal maps do work
oh I see, just not the other texture types? I dont have the UI infront of me, just assumed you couldn't texture translucent in toolkit
but I don't use substance or stuff like that, my texture is hand painted
it's a bit hard to simulate a normal map without those tools, but as I said it's probably more convenient to edit the glass pane model to add a decal, assuming it would play nice with the translucent material
Ahhh right, no. That privacy glass/frosted glass look is a nono for translucent shaders as it is, according to the devs, really difficult to simulate with raytracing in realtime. We had a discussion a while ago when I found that a bugged version of ray reconstruction did result in the very look and I got intrigued 👀
https://cdn.discordapp.com/attachments/1091407495567790083/1218633381164879985/NFS_Underground_2_2024-03-16_14-43-17.mp4?ex=6748bc47&is=67476ac7&hm=4f13ede2c466a899407380a7e13946a641673cb05b27b1274347af3cb8bd9bb5&
It might have something to do with stochastic alpha blending as well, iirc, but some more tests are needed
so decals using the opacity shader should be your best shot
Yes I figured that was probably the case, hopefully it will be solved in the future
this sign is hilarious
there we go all low polygon 🙂 I'll plug in glados next
that's one mighty delicious potato
That's it
Portal 2 RTX has peaked
Nothing else tops this
Hey @warped sierra, any idea why commit: https://github.com/NVIDIAGameWorks/dxvk-remix/commit/32e26ff4ddfe2ad81e6524f8bf07ae34ba058683 causes this?
(no changes on my side - clean build)
Unchecking either Temporal Reuse or Spatial Reuse "fixes" it. Setting ReSTIR GI Spatial Bias Correction to anything but Pairwise Raytrace does as well
Nvidia said: Let there be light
looks kinda similar to my issue with HDRI domes being marked as emissive.
Only thing I can think of is that some light was previously being 0'd out due to NaNs, but is now coming through as a large value due to that fix. It's Thanksgiving this week, so everyone is out till Monday, but I'll post about it internally
Much appreciated! Let me know if I should file an issue for that. Happy holidays 🙏
Always better to have an issue - those get reviewed by the leads in a regular meeting, where my slack posts don't get any formal tracking
and Happy Thanksgiving!
Can I port the materials to be usable in Portal 2 Community Edition? It'll just be a personal project unless you're fine with me posting it on Gamebanana or something (I'd give you credit)
I'm going to my dad's house which means I'll have access to his RTX 4070 TI SUPER. My dad said I can install Portal 2 RTX. I'm excited!
@naive edge for installing your mod. Do I change the video settings then extract it in portal 2's root dir then can I make a shortcut to the .bat?
you can also change the in-game settings afterwards. I suggest that you restart the game afterwards tho.
Ofc. you can make a shortcut to the bat
Of course! 
I understand. So I change the settings after installing the mod. And where do the contents of both zips go?
read the instructions on the page where you downloaded these from
I see thank you for making RTX in portal 2 possible!
Me when I don't read instructions
When I was young I watched my dad beat both games. He's replaying the 1st game in RTX and now the 2nd one has RTX and I cannot wait to get it up and running on his computer he named "Phoenix"
It has an 11th gen Intel i7 64GB of RAM and a 4TB SSD and the GPU is in my profile.
He has it set up with AI overclocking and sometimes it crashes and then learns and restarts while changing the clock speed
make your own glados potato
https://discord.com/channels/1028444667789967381/1312157725131669594
or whatever, cc0, do as you like
Sweet, thanks!
Holy shii this looks cool
I had a problem after trying to install Portal 2 rtx (https://github.com/xoxor4d/p2-rtx). I had low performance and decided to uninstall everything. I uninstalled the game from stim and deleted the common/Portal 2 folder. After reinstalling the game, I got bugs with portals - they just stay visually closed, and when transitioning - I observe the effect of falling out behind textures (graphically). Does anyone know what can be done with this, maybe in the system somewhere else stored cache portal 2?
oh, thank you. I didn't find it myself.
Thanks, I had that issue too
Does manually putting the launch options in the launch options area in steam work when launching or no?
should work just fine
Ok. Thanks
It does work but I think there is a character limit that doesn't exist in the bat
true but these few args should fit in just fine ... i hope
Yes yes, I was just talking in general, sorry for the potential confusion
finally got around to fixing the UVs on the dirty cube, the topography of the original model is messed up (from the remix capture and portal 2 itself)
I wonder how this would look with the remade walls we have
Is it just me or are some of either the normal maps or height maps inverted? Using Skurtyyskirts' PBR pack
they're AI generated so it doesn't always get the right physical properties
Yeah I think the height map was set too high and gave that effect, it'll be fixed on my next update 
Honestly i think it would be cool to have a map where would be all textures so it could be checked how their changed versions look for checking
i did one for a few materials in the 1st chapter
Yesssss, that’d be the dream
Gmods good for that kinda stuff
though i found it quicker just to do it in the maps themselves
quick saves are pretty handy
It really would do some favor as it could prevent some mistakes, just having them all at one place instead of going around chapters
Quick do - quick check
A feature a think the stage manager would be really good for 👀 kinda similar to how octotex worked, we had a 3D live view of the textures, it’d be cool to scroll through them all in a viewer
It's not you, I already highlighted this issue, the elevator frame has the same problem and it's due to the albedo being "counterintuitive" as the lightest parts are actually where material should be missing
when i was working on my own PBR mod for Portal 2 Community Edition I originally tried doing every material in one map but that was way too tedious so i also opted for your method
Will there be an update that uses the newest Remix version?


It's only 2 commits behind the main runtime branch
which actually means it's ahead of 0.6.0
oh, true 😂
so for now stays the same, i mean, with the version that ships
The initial (and only) release is outdated. Will probably create a new one this weekend
i can't just merge the new ver from action builds?
That should work just fine
Have to find a way to host the base remix mod as well .. kinda bad that I only ship updates with new releases
Does this include the new volumetric code?
uhh I think so? I had to revert one runtime commit tho as it was causing some weird lighting issue when a portal pair is open but not in view
@open rampart any updates for this light leaking issue?
It’ll be a bit, got a few things on the books but it’s on there, have you noticed any areas that aren’t lit well?
Wut we're looking at here? I can't distinguish objects from the image
Light leaking from the walls from i can tell
Yeah I mean, I can't see what is wrong in the image cz all I see is a white flash, a gravgun and a "08" chamber LED panel 
portalgun*
Gravgun portal zombies mode
if you look closely you will see a sky leaking the entire chamber lol
Aaah, so that stripe in the middle is the skybox.
Prolly something tagged as decal or is a transparent object
yeah its tagged as transparent object
he probably set the transmittance to high. There is no surface behind the emissive strips so you have to play with the transmittance of the glass to hide that
Oh snap that's probably it, thanks!
valve nooooo EWWWWW
they texture stretched a gray texture and even using artist made textures it's just a stretched mess
that's why you can replace models
polyhaven has some nice cliff models......gunna test somethin real quick 
A quick and dirty cave/cliff isn't hard to do
still making my AI girlfirend
she's so pwetty 
beautiful eyes
Model replacements very very stable, w xorxor 
static props are the only stable thing unfortunately 😜
Looks like the toolkit still has that disappearing glitch if you add/remove a reference 
Question: would it be possible to replace the whole cave with a single model?
if the cave meshes are stable, you could remove all the single meshes and attach the full-single model to one of the og meshes or to a map marker
kinda risky, if the anchor gets culled, so does the whole cave model
thanks obama
Is "Skurtyy's Portal 2 RTX PBR Pack" a good PBR pack until people make a whole pack of assets from scratch? (Since this is using AI upscaled textures)
it's using one of the best options available for AI upscaling & PBR generation, so yeah
it looks pretty good overall
do I need to put it in the folder into RTX-REMIX's mods folder?
along with portal2rtx?
I'm sure there is a detailed readme on moddb
just to get a reading, what sort of resolution and framerate are others able to get it at? with dlss at auto at 1080p on a 4090 it seems kind of stuck at 30 fps during chapter 6 deep underground. even if i raise and lower the resolution, dlss, and other rtx settings, it just hovers at 30
bulb update chat
(ignore the color, haven't referenced default portal 2 yet)

well fuck
one lightbulb?
I guess valve
The game is cpu bound in later chapters because of the amount of props it draws. This should improve with the next release
makes sense
fixed 
that PBR texture looks nice
Thanks! 
Update coming out today, spent all night patching some stuff up, anyone have anything they ran into/saw/didn't see? I can add it to this update 
#1289195427119501424 message
you're most likely cpu bound due to less culling in bigger maps
will gels be fixed? I just started Old Aperture and it's gonna be a bit difficult not seeing them on the ground
for any problematic textures, try using PBRify instead to see if it works better
PBRFusion did a great job on these though, like really nice
seeing it work on a game with a higher base texture quality is great. instead of like 64x64 lol
How's dis? I got rid of the height map for it - here's it vs. the original
where the heck are those white ceilings
Err i think I'll remove the normal maps and add a bit of metallic and mess with the rougness 
First level, container ceiling
Mh?
many thank you's 
yikes, I added a height map and forgot to adjust the displacements - it went with the default 0.05 
I put in a ticket earlier this week to make the default 0.01, 0.05 seems like a weird default
My lil python script didn't seem to work, so this project I've replaced everything by hand 
Do you see any color gel? I can see them 
Possible they’ve been playing without enhancements the whole time?

Ohhhhh I see now. Gosh dangit lol, looks like when I replaced the texture it doesn't let the gel appear on impact. With just xorxor's mod in the remix folder it works. Crud, 1.2.1 coming very soon 
Looks like the gel can land on every other surface, unless I'm missing any you've noticed besides the one above 🙂 @dapper ravine
Thanks mate 👍
software skinning is causing the cpu bottleneck .. anyone wanna reimplement fixed function hw skinning? 😜
why not just invert the height map
that way the grout wont be extruded
I think it's easier for me to just buy a new CPU 
Don't think that this would help much because single thread performance hasn't increased much since .. years?
nah single thread performance has been steadily improving
if you have an amd 7800X3D oh yeah that's an improvement
Games in general loves Cache
i mean pure single thread perf
disregarding 3d cache
between my 5800x and 7950x3d, single thread performance rose 17%
going from a 5600 to a 9600x is a 29% improvement
at least it's not in conjunction with a million triangle strips of like a few tris long
Cause that's like 2fps even on vanilla dxvk
it'd definitely help to upgrade. it's probably not worth it just for this though lol
My Mac Mini has better CPU performance than my desktop 
aaaah so many things that would drastically improve things ..
- enabling
cl_modelfastpath&cl_tlucfastpathto get hashes of dynamic props stable
- no way to get FF rendering to work because they are skinned in the shader
- disabling
mat_softwareskinto really improve performance
- same as above
is there any particular area or scene that has this issue? i'd like to see how it performs on my system, and i could do testing for you if necessary
chapter 6, all the underground maps
We're going to have to wait a long time for single thread performance to double considering I'm getting around 30 fps on a 9800X3D in some of those areas
And you'd probably want 60
What's interesting is although I am not fully using my GPU with DLSS Balanced, Ultra Perf increases performance further, despite what looks like a CPU bottleneck
Here is the save if people wanna check their perf
That would be interesting to check
omg 30 to 45 fps using a 4090
Thank god for frame gen
cries in 3000 series
I know for a fact, my whole PC is the bottleneck
If it wasn't for FSR, the game would be entirely unplayable for me
fsr without fg, right?
Yeah, but FSR upscaling looks better than the default NIS or TAA
anyone know a magical command to skip to chapter 6
or wherever the poor performance is
I'm pretty sure you can just load maps through the console
I've only done it in Portal though, I would never skip Portal 2's story
You could use my save
you can't just select chapter 6 in the mission menu ?
not without playing the game through first
so i am also CPU bound
right
or use "map sp_a3_01" in the console and play until the performance goes bad
Shame the AMD GPU is at 0%, smh
Should be putting it to work, lol
did u even use FG?
putting it to ultra performance does increase FPS to 56, so it's not totally on the CPU side of things. i do think it might be a bandwidth issue
i don't like using FG
Portal 2 with RTX about to be a 5000 series exclusive at this rate
nah there's something odd happening here
i hope those reflex stats help xor with this
wow im seeing so many people using 4090 cards
is it possible that culling isn't working right?
all of these lights are loaded right now in the very poor performing section
and i've seen similar performance stats in FNV with culling fully disabled
it's definitely not working
so uh... that's probably why
it's rendering all of this when looking in the direction of the fire all the time
you want as little culling as possible with PT, because even things that are out of view and/or far away can contribute to the illumination
yes, but it's rendering things that are multiple chambers away
this doesn't happen in other levels, when performance is okay
i just checked some other ones
uh ok, I thought it was just zoomed out
ah no, that's just how much it's rendering. it goes pretty far
I'd love to have some more capable people helping xoxor4d out, I must say I'm a bit surprised there aren't many around (unless they're doing their thing in private)
let me rephrase that: there are many people doing their part in any way they can, I just thought there would be more people doing the kind of stuff xoxor4d is doing, more interest
there aren't many people here with this level of shader and reverse engineering knowledge
plus it takes a lot of time to do stuff like this 😦
provod has been making a path tracer for Xash3D for like 3 years 😭
(granted, he's doing it as an exercise to learn, but still)

cries in budget 3050
laughs in 5090 Ti
In my experience you do get diminishing returns as the resolution lowers though. May be different for otheother cards. VRAM seems to be my main bottleneck at 8gb
@open rampart is this normal?
Hmm it might be the game's black shader, could you plz type status in the console and see what the map name is? 
Did @slender plover implemented it in dark messiah?
give me a sec
map: sp_a3_jump_intro a
im using your pbrpack 1.2
Thanks! I'll put in a fix 
Correct! That will drastically improve with the next release. Areas with lots of props are still affected tho
I sent Xoxor the exact code and areas he'd need to enable the stuff as per the edits made by NVIDIA in Portal
like a while back
no doubt portal 2 has some diffs
but the general idea is the same
and he has a good handle on what is needed from the DX side
so I'm sure once he finds the functions mentioned he can probably implement his own version easily
Sorry if I go a bit OT but do you think it would also translate to Black Mesa?
That would require me to manually implement the fixed function rendering paths that are no longer part of the executable. So .. not gonna happen
i love you
love xorxor, they made all dis possible 
im xoxolover
My portal 2 capture folders like 26gbs 
because of the PBR
i trying to finish the game with the pbr pack made by @open rampart
I’ll investigate, thanks! 
I’ll include you +everybody who’s reported bugs so far in the credits, makes it easier for the next person who downloads it to be smoother 
well after a while playing without issues, i cant play after weathley tries to kill me, the level crash instantly after that door
the map is sp_a4_finale2
almost forgot, i noticed that on the first level this texture is not showing correctly
You da best Durannt 
Interesting, because I was able to get through that part just fine
Captures don’t include enhancements
speedrunning portal 2 fixes 
try the latest github actions build
yeah this crash was using latest build action from github
is portal 2 the highest graphical fidelity game working with remix?
i feel like it is lowk
not including gmod cause fuck allat
the fire effect was causing the slowdown btw. 
it wasn't just that, i tried hiding it
there's slowdown in other areas too with the culling issue
How did you try to hide it? r_drawparticles 0 gained me like 30 fps
But yea it's a single huge area ..
edit: I've fixed the effect slowdown with the last commit
i just ignored the texture in remix
either way, nice work 🙂
Ah yea that won't help as my code was the bottleneck 😂
I was locking/unlocking each effect surface to modify the vertex uv's which is really, really bad performance wise.
I'm now modifying the uv's when the vertex is created by the game (before it gets placed into the vertex buffer)

ur latest commit had an unused variable causing the workflow to fail 🔥🔥🔥
this is on the last level "the part where he kills you"
this build version from xoxor4d github seems to work rigthly fine, but like i said the latest, at least, two build action won't work, they crash right after that door opens
Are you talking about dxvk-remix action builds? I meant the latest p2-rtx action builds (which also ship a custom runtime). Please try the latest p2-rtx build .. and if it still crashes, remove the mod from skurtyyskirts if you have that installed
Yeah those ones, ok then il try and see if its working
So after testing around some things i could say that if i want to finish the game then i would need this dxvk version (the one who ships with the main mod from xoxor4d portal 2 github) but if you want to use the latest action builds from dxvk and play around then you should probably avoid the last level "sp_a4_finale2" because it gonna crash the remix bridge no matter what
… pretty sure this portal requires a custom runtime build. Does it not @naive edge?
il been able to finish the game with the custom runtime build but if i merge the new actions build from dxvk i cannot pass trough that door, it gonna crash so i think that we need that custom runtime, yeah
Yeah … I mean reporting that the game crashes without the thing that’s supposed to make it work isn’t exactly helpful
i hope can help a little reporting this lol, maybe it's how that custom bridge remix is programmed to work with p2
I think you are misunderstanding. It’s not designed to work with the builds from the official GitHub pages from nvidia, that’s why it comes with one
It might in the future, but not now
oh that's the whole reason
Yep
Np all good
Anyway I could almost finish the game if it weren't for that runtime bridge error, so that make it almost a "little" compatible with p2
Yeah. I’m guessing xorxor added some custom bridge commands or something of that effect that need to be upstreamed to the official repository for it to work with the nvidia builds
Well it there are no changes that are really required. Some stuff will just not look correct without these changes tho. Area connecting portals will not work, gel will not work etc.
Shouldn’t be crashing
Huh that’s odd, I was able to load into and go through the door without crashing with the PBR pack on the latest build
I got it to work.
I’m glad! I made the installation process a little easier, don’t know why I didn’t think of that method in the first place 
At least I think I don't know if you need to just drag and drop. I'm not able to check cuz I'm not gonna be going to my dad's house to test.
so weird, il gonna re-tested to make sure
Hey guys, il made a video showing the stunning visuals of this path traced game, btw i give the credits to @naive edge and @open rampart. Hope you like it and thanks!
Portal 2 Path Traced running at 4K (3840x2160) with DLSS Ultra Performance Mode.
This was possible using a custom remix runtime build made by xoxor4d, you can download the RTX mod from Github: https://github.com/xoxor4d/p2-rtx
PBR Pack made by skurtyyskirts: https://www.moddb.com/mods/skurtyys-portal-2-rtx-pbr-pack/downloads/skurtyys-port...
@open rampart do I need to put your Portal 2 RTX PBR folder from the archive into the mods folder and then launch the game for it to work or will I need to enable your mod?
Hey did you get it working? You'd need to download the mod and unzip, and then just drag and drop into your portal 2 folder. The mod should launch with enchantments automatically on 👍
installing this mod has three steps. is there a specific one people are confused about?
1. Unzip rtx-remix.zip.
2. Place the rtx-remix folder into Portal 2's main directory:
Example: C:\Program Files (x86)\Steam\steamapps\common\Portal 2\rtx-remix
3. Launch the game using xorxor4d's launch script: _start_portal2_rtx.bat.
Yes I did get it to work!
Is it fine to set the remix graphics preset to ultra or was the mod specifically designed with the default high preset in mind?
Ultra's totally fine 
Oh hey! I was waiting for this game to get RTX treatment
Hey, I'm new here and very confused about installing the xorxor mods to get Portal 2 working with RTX? I've never used RTX Remix until today, so I'm not sure how to set it up to work.
Everything is basically covered here
Thank you, I tried this way but somehow messed up and not sure what went wrong. I will try it again. Edit: Got it to work, it's beautiful! Thank you!!
Light shaping 🥔
funky
trigger/kill lights using sounds 😜
Holy fuck
I have no words
NICEEE!!!, i need to know what resolution is that?
uh 1080p
balanced
Can't wait to assign someone to this chapter

That's crearive approach, nice one
I think it's 6th sense

Yo I just was thinking the same thing, the wave of a flashback is wild
next pbr update I'm gunna see if I can add some lights to these 🙂↕️
@naive edge any tips to setup an actions tab like yours? 👀 doing a little research on how to set one up lol, all the tutorials I’m finding are code only 😅
What exactly do you want it to do?
It’d be cool to have it be an updated place to get the latest remix runtime + the latest rtx.conf
it’s for my gmodrtx
Uh but there are already action builds for the runtime? Forking it to implement your own action would require you to manually pull from the main repo each timer there is a new commit
Oh that’s true, and given that the bridge is broken for gmod atm I should probably leave it as it is with a version I know works 😅
oh well done xoxor4d mate thats sick
im a xoxolover? of course
just thanks @naive edge for working so hard, you made awesome things!
Update - no lights lol, one side works, but the moment you step through no matter what mesh the lights on, it switches off
in the readme file, it says to drop it into the folder "rtx remix". where do i get that folder from (sorry im new lol)
wait no im just dumb
ok no im still confused lol
https://www.moddb.com/mods/skurtyys-portal-2-rtx-pbr-pack
PORTAL 2 SPOILERS
Did some updating on the lights for the transfer scene, with all the moving panels in the room I thought it'd look cool with adding a light to shift through them :) Will probably add a light in that hallway at the beginning, but I just love the portal gun working as ...
https://github.com/xoxor4d/p2-rtx/actions/runs/12454508971 You should just be able to unzip this and drop it into your portal2 directory
Here's the instructions and the latest release
I wish asi loaders worked on Linux, would be interesting to get this working on Steam Deck
Is it the only blockers?
There should be an easy workaround it
Yeah, it's just the asi loader, RTX Remix works on Linux like normal otherwise
I remember for Need for Speed, I had to work around the dinput8
There is now a custom loader and no more asi loader
Published a new, full release (1.5) that includes lots and lots of changes and improvements 
https://github.com/xoxor4d/p2-rtx/releases/tag/1.5
👀
I'll give it a try soon
The two main issues I'm expecting the Steam Deck to be is Memory and CPU bottlenecked
starting to work on the wiki 😜
https://github.com/xoxor4d/p2-rtx/wiki/Map-Settings

@open rampart How do I input images for PBRFusion? I selected the right folder and did the queue prompt stuff but it shows errors and says access denied
tried so hard to get it to work but it just didnt
did everything but nothing changed (+idk what im doing lol)
Follow these instructions https://github.com/xoxor4d/p2-rtx/releases/tag/1.5
The action build you downloaded is missing some necessary files as these require you to have installed the initial full release first
it got stuck here
oh
did i do something wrong
i do have the rtx-remix folder but it only has "mods" in it
its still not working lol
Do you have winmm.dll or an _rtx.asi file in the bin folder?
w h a t
i didnt know i needed those
where do i find them
asi files are old
im pretty sure he is asking you if you have leftovers from the older versions
@summer furnace
check the bin folder
do those 2 files exist?
no
screenshot of the bin folder hold on
Thats good! Are there log files in rtx-remix/logs? If so, delete them, restart the game ... then post them here
Also, if the game starts windowed, please take a screenshot of the titlebar (the window name)
And uh .. looking at your folder, you have a lot of remix files there that dont belong there (d3d9.dll, NvRemixLauncher etc)
ohhhh
should i delete and reinstall the game to clear the folder
That might be a good idea
doing it now
Also try installing this then: https://www.microsoft.com/en-ie/download/details.aspx?id=8109
it didnt clear it :(
just remove the files yourself if steam doesnt do that
so now its stuck here or maybe its just taking a while to load?
yea first start is slow as its building the sound cache. If it's not done after 5 minutes, just close and restart manually
ok
restarted it, it seemed to work, and then it got stuck on the part where wheatley says "made this test m'self" and it got stuck saying m'se m'se m'se m'se
remix can be a little unstable at times .. just try again
i think i broke it
you did not install the base remix mod
ohhh forgot lol
reaaaaad
😂
hey, i just installed the mod and skurtyyskirts pbr pack and but i don't know if this is normal
you need version 1.3
that's the thing i have version 1.3
You are probably missing the latest portal2rtx (base remix mod) that "comes" with the compatibility mod itself?
i tried to reinstall it to see it was the issue but apparently it's not
Is AA off?
It's a really odd issue. Some people have it and other's don't. Just tried tuning on AA to see if that's causing it (doesn't for me "unfortunately" 😂 )
Fixed it by manually setting the alpha blend state in the remix toolkit on every bit of foliage. I guess skurtyy did not do that on his mod
Yeah I’ll have to look, coulda sworn it looked ok in the toolkit and ingame 😅
Yea .. happens for some and is fine for others. Still haven't found the root cause for this
@naive edge what's in your custom remix build? i'm having issues with stability on the d3d9 device controlling the remix api lights in gmod. I was thinking about implementing it in a different way but wanted to get your input first
I see what you did there
Uhm nothing in that regard.
- increases the rayportal limit
- makes use of some unused renderstates to manipulate certain parts of the opaque shader + set texture categories and texture hash via d3d
mh? 😂
The "root" of the problem, with plants. Tee-hee
oh lmao
loving this mod ❤️
lights look so clean
yet the rest of the place looks ASS
like dirty
not like the textures are bad
Yea it's missing the normal map
I think @fast sedge is pointing out that while the place is in decay the light fixtures on the ground look pristine
thank you
I do agree, just for the record, but remember the mod is still in progress, so maybe they haven't got to that point yet
true
@naive edge has anyone else reported crashes using the latest build? I installed it as well as the PBR pack and it's CTD quite often with camera change events like this - [21:11:12.351] info: [RTX] Portal teleportation was detected [21:11:18.244] info: [RTX] Portal teleportation was detected [21:11:25.249] info: [RTX] Portal teleportation was detected [21:11:42.408] info: Camera cut detected on frame 5170 [21:11:42.408] info: [RTX] Opacity Micromap: enabled [21:11:49.008] err: [37] common device objects were not disposed of.
Half the time i relaunch the game, there are two player models clipping over each other, and the camera anchor has been moved slightly away from where it should be
Could maybe have something to do with changing DLSS to quality mode + enabling Frame Gen? those are the only settings I changed. Reverting rtx.conf with the one from your zip let me progress again
Mhh yea remix has a tendency to crash on quick scenery changes (it improved a lot tho).
Can you post a screenshot from the player model issue? Could happen if you save the in-game rtx settings at a time when the game has the playermodel enabled (eg. parts of the very last level)
I just followed what was on the release tab of your github repo @naive edge do I need to install anything else? the game does launch now but the test chambers look so dark, is that normal? are there just no lights in the base game?
I see on github that this issue might be with RTX-remix not capturing point lights. is there a fix for this?
Hard to say without an Image of what you mean. But yea, levels will be pretty dark overall (except a few where I did some touch-up) because this is not a full remix mod by any means. It makes the game compatible and provides a base for people to create their own remix mods for the game
ah I understand now
so I need to make or find another remix mod besides the one you provided in the guide which doesn't really modify anything besides stuff you expressly touched up on?
because for example in GLaDOS' room there's basically no light source except when the stalemate associate booth opens
Correct! I've mainly touched up the first few levels and a few random other ones in regards to lighting and light leaking issues due to culling. I've also added emissive maps to some models but that is generally not enough to light up the entire scene as the og. game was using a lot of "fake" ambient lights
and that isn't an option with rtx-remix? or would it not look good with rtx?
Well you can certainly place lights without actual "light sources" aka. fake lights using rtx-remix. That still requires a modder to do that per level because remix itself won't do that.
how many levels are there?
Does the latest update make the command line perms obsulete? so I need to add the portal 2 RTX launcher to my steam games list
Yup the launcher sets them automatically. If you need any other launch arguments, the launcher will happily accept them
Understood!
I FIGURED IT OUT
Did the other person who had the D3D error have ASUS GPU Tweak 3 installed??
Because THAT'S the problem
It causes issues with a LOT of GPU utilizing Software
I turned it off and now my game runs
So any OSD software is capable of causing issues. it's just apparently GPU Tweak 3 is the most problem causing
i just use MSI Afterburner with RTSS and had no issues
No way there's a portal 2 rtx remix implementation
that's literally so cool
I've been waiting for something like this for so long
hawk tuah
its secure to update?
Mine keeps crashing after the new update and even going to a previous build doesn't work any help?
uh 😐
Portal released a minor update
it crashed, so yeah im having issues
😦
this minor update literally broke my portal rtx so i think that i need to re-install the mod
who the fuck was crashing players, what a menace
so now i cant play portal 2 😡
l4d2 got a similar update but my mod is still working fine there .. offsets most likely changed with this one so might take some time to fix
@winged wind I've pushed a hotfix to make it compatible with the latest steam update:
https://github.com/xoxor4d/p2-rtx/releases/tag/1.5.1
you're my hero
we still need to launch the game trough p2-rtx.exe right?
i hope one day and if its possible of course, run the game trough steam
Thank You!
I’m still waiting for steamworks to approve my tax info 
I imagine it should be doable. Valve supports total conversion-type mods on steam that have their own store page and require the ownership of the original game. I think p2rtx would fit
get the license from valve


Valve won’t respond to us 😔
I believe me and @red panther have both contacted them
Yep
get nvidia to help you

valve has been
hush hush with mod creators recently
poor cs classic
Talked to nv_nyle a bit
He was slightly veg with who owned the assets but it ended up being safe to assume it’s valve
And well it’s our mod
yeah this might be a tough battle if you really try
With the assistance of Nvidia making remix
valve is weird as fuck man
Yeah
actually a bipolar company
The only thing right now NVIDIA might be helping us out with is an announcement trailer
I wouldn’t really push them to help with Valve
Just to get them to promote the trailer and project
swag
We just have to plan out trailer stuff like timing
is the full game performance good yet?
As good as pt is gonna get
“Maybe” it’ll get a little better but I wouldn’t bet on it too much
portal 1 peak
its definitely one of the better running remix games out there. But there needs to be a lot of level authoring as we're missing a bunch of map lights
For the minimum requirements I’m hoping for RTX 3060/RX 7700XT
My RX 7600 can even somewhat play it
that kills fps lol
Real
Volumetric lighting is definitely a must for this game
The chamber made a huge difference with it off vs on
yea, thankfully xorxor4d has set up controls per visleaf, so we can adjust the strength, color ,etc throughout a level
there is so much potential for polish 🔥


