#Portal 2
1 messages Ā· Page 5 of 1
do they not convert
most of portal 2's level lights are either CSM or env_projectedtexture's iirc
which arent handled at all by remix
i see
Has anyone contacted Gabe Newell about it? Don't flood him but isn't he known for going through emails a bunch
There is no CSM in Portal 2, there are only env_projectedtextures including for the "sun" shadows
how do you remove it :(
bro dont š me i wanted to play co-op with a friend online
Co-Op don't work gng
READ
it'll due you well
belive me
I got experence with not reading
It dosen't go well 110% of the time
We all had to learn how to read š
i know portal 2 co-op dont work but i wanna know anyway
my portals dont show the other side anymore (i deleted and reinstalled the game)
Eye Adaptation ON vs OFF, btw this looks georgeous
... thats portal 1, this is portal 2 section
yeah but its portal related, that's why i posted here
nvm, i fixed it
that shit just poped into my mind
We offically beat valve to it
so hold on, what exactly are you asking
i fixed it nvm
Daily reminder why I can't stand Steam's forced auto-updates.
(you can turn them off. Just letting u know)
Only per-game, not at a global steam level
Can someone please help me, I have tried to install the remix mod, I have an issue posted on the GitHub with the logs and photos of the crash report. I have reinstalled the game and mod countless times and cannot figure out the problem. I would really appreciate anyoneās help
Sorry forgot to answer on that one. Do you have some video clipping software like medal running in the background? Did you install the d3d9 runtime mentioned in the troubleshooting section (main page readme)?
I donāt have any software for video editing, other than, Xbox game bar which I donāt think even counts, but the d3d9 runtime thing, I have no idea what that is⦠I followed all the steps to install it on the GitHub page.
Could download obs or medal or use the GeForce experience recording software, post the video on yt and mark as unlisted, or just edit with Microsoftās pre-installed clip champ
dont use medal with remix
Oh yeah
Totally forgot it donāt work
I even wrote a bug report about it not to long ago as well š¤¦āāļø
? I donāt have any recording software installed
Does Xbox game bar count?
Do I need recording software or something?
ā¦
Whatās the d3d9 runtime thing?
Remember itās a Remix Runtime Error, and a D3D device failed to be created. Then in the debug screen it said āFailed to load RTX Remix modā. You can look at this at the issue I posted on the GitHub, and I included the logs so you can decipher the problem for me, cause I have no idea what is wrong⦠I have updated my drives and turned down the resolution of my game.
No but itās easier to tell when you see whatās going on sometimes
So whatās the issue then?
Xoxor would know better than me for this
The way it sounds
You donāt got the d3d9 runtime
As Xoxor said
I donāt know what that isā¦
I āthinkā itās mentioned here
If not
In the readme in the comparability mod
Or the readme in the remix bridge zip
But like I said
I could be wrong
Ok thanks
Better for Xoxor to answer
Is a d3d9 runtime a file named d3d9.dll in the bin folder in the portal root folder?
Itās either in there or in the root yeah
Iirc
I never referred to it as the d3d9 runtime so I assume thatās what heās be talking about
How about you read the readme (troubleshooting: game crashing) as instructed
I'm going to my dad's this weekend which means I'll have access to the 4070 ti Super and now I'm downloading the new portal 2 RTX mod files for his computer (so I can get the mod installed) I am going to get Skurtyy's PBR Pack installed as well!
I love what you've done to get portal 2 RTX to work @naive edge keep up the good work! My dad loves the visuals and reminds him of when the game was first released. I watched him play it! Also good job @open rampart!
I can relate, My dad was so exited when I fist played the game because he remembers playing it, and we share a family account so I had access to the game. So IM TRYING to get the RTX to work cause I just got a 4060 TI
My dad steamed both games to the family TV for me and my siblings to watch using His GTX GPU can't remember which GTX GPU. It was the only reason he got steam. from what he can recall He got Portal for free he never heard of valve or Half-life before portal.
Oh my dad was kinda a video game nerd, back in his day, but now he plays like war ship simulators, that have good graphics on steam ofc
He used to play the Zelda games for us on the switch
Same He grew up with Command and (idk the rest of the title name)
Command and Conquer
That's the name!
That and Starfox
THIS IS INSANE!!. Here is Portal 2 running with DLSS 4 at Ultra Performance mode and im not having any blurry image, its almost perfect and my FPS lives for the better
I have tried to do that, but Iām miserably failing at it
Thanks! Have fun

Uhg I have tried everything and i keep geting the same errors
is someone able to help me or am I a lost cause
I donāt have any Recording software installed BUT Xbox game bar which dosent count, could someone PLEASE read the logs and look at the errors I sent on GitHub. I tried Literally everything
DLSS 4 is the king
where did you get the dlss4?
from Cyberpunk 2077
and then somehow i hacked the driver using Nvidia Profile to recognize the new "transformer" model instead of CNN in-games
how do I know if dlss 4 is working?
to check if its actually working you need to enable the dlss indicator to see wich version and model you are using
you're still using the old CNN model
this is how it should look if you are using dlss 4
Open your Nvidia Inspector and change "Forced RR Preset" to "Preset D"
to actually enable dlss 4
also check all 3 steps from here
Is ultra performance works with transformer model?
it should work yeah
why?
Oh ok
I import file into it still can't see it
are u using "Preset D" ?
I didn't see it
Preset J is for using DLSS without RR
Try to add this stuff manually to your "CustomSettingNames" file inside Nvidia inspector main directory
and should see that option
wich gpu?
rtx 3070 laptop
yeah the first levels from Portal 2 are too gpu intense
even a 4080 struggles to run it at 30 fps without FG
thx
np
why preset d for rr
dont know exactly but im guessing that its the preset the new "transformer" model uses to work
its more demanding than CNN model, yes but the image quality its even better at low internal resolutions
specially for the 2000/3000 series
Would windows defender be an issue for the mod not to work
Has anyone encountered a D3D error, and if so, how did you fix it? Iām so over trying š
unfortunately you're running into a really obscure issue it seems š¦
wich gpu u have there?
DLSS 4 isn't working for me with Portal 2āthe game freezes at the start. Maybe I broke the game somehow? DLSS is working in other games, and I already did the things Durant mentioned earlier.
try to update your runtime to the latest action build from github
Thanks for the advice! Iāll give that a try and also reinstall the whole game. If you mean updating to the latest build of the mod, Iāve already done that too. Anyway, when I get back from work, Iāll try to fix it. Amazing game and a very well-done remix implementation!
This will break some stuff in portal 2 as it ships a custom runtime
When the override update comes out and it says it doesn't support DLSS 4 what's the fix?
i can confirm it works fine in normal P2RTX with the custom runtime
doing it manully like we are right now
I see what's the RTX bridge exe called in .trex since that's the exe to point the driver to from what I know .
I fixed it i had to reinstall whole game, but im missing some light effects? for example @thin geode got blue light in portal gun, I dont have it
That was portal 1. Portal gun effects are not .. working in p2 atm
thanks for quick response
Is that on the to-do list?
Yup, it's an issue on the repo
Yay
If Portal 2 work with DLSS 4 (using the RTX-REMIX mod of course) using the official drivers and it works without a hacky method please DM me on how to do so while in the nvidia app.
#offtopic-game-discussion message
this is the only way currently
you'll have to wait a few days to do it through the app (and even then it might not work)
Remix will be getting an update for DLSS 4 at some point
4060 TI
Is my RTX just broken because I have tried everything the forms say and it still says Failed to create D3D device š¤§šš š¤
what game

P2 Iām trying to add The RTX remix mod, but I get a Remxi runtime error and then a D3D device failed to create
Portal 2 that is
i deadass thought i was in general remix
lol
IDEA
make Portal 2 remix mod official, and email Valve and ask them to make a P2 Rtx version
(its my only hope...)
Iont know if anyone's willing to fork over 100$ for that or how much ever game mods cost to upload
I already paid the $100
Valve just hasnāt verified my tax info
Wow
Also, Valve has been difficult to contact 
They fr just ghosted us lol
I mean, canāt ghost us if they never talked to us 
Fair
Whatās this for?
You have to pay a fee to list something on Steam
Is there a Pbr pack for portal 2?
Yeah
And does it require the RTX remix mod that I canāt get to work on my pc but when I downloaded it on my brothers pc it work first try š
Oh then no
I donāt think
Oh
Itās all good
There might be one
But I wouldnāt get my hopes up
Hereās the pack for RTX if you ever get it to work
Alr ty
My 3080 its trying to not die with DLSS 4 Performance mode at 2880x1620 lol
Using DLDSR & DLSS gives me a better image quality/performance than 4K DSR overall
me still trying to get it to work
I literally just bought the pc, And it still shows the D3D error, and i installed it on my brothers 3080 and it worked first try...
I have literally tried everything
the game doesn't crash, it simply doesn't wanna show the window.
The only thing I know that could be causing it is something driver related 
I just redownloaded it to see if that was the issue
Just a reminder for anyone who wants to help out with remastering Portal 2 with RTX 
hello
i have recently installed the rtx remix and wanted to know if anyone knew how to modify the existing pack or make a pbr texture to keep as much of the original emmissive textures in game (like light from the laser and panels)
i have no prior experience on the matter and have no idea where to start
Your looking for a pbr pack?
Here ya go
The lasers should already be producing light though?, did you install the base mod, or just the compatibility mod?
i already have that
i was wondering if anyone knew how to make one or modify this one to have more emmisive textures like the unmodifed game texture
a big exemple is the panels that move wich with the pbr texture pack no longer make light
as for the lasers they do generate light but far less then base game
Lighting is intended to be different from base game, thatās kinda the idea of pt
i do like the idea but i feel like at least the panels should generate light
thats why i was wondering how to modify it to my likings or make one if i want to publish it
Can you send me a screenshot of the light panels that youāre talking about?
i'm not home rn but i'll send a screen of what i am talking about once i am
see ya
trying to get the p2 rtx mod on tsp working does this š
that is already one big step tbh
it doesn't crash and some texture even works
a lot of tweaking and it should work somewhat correctly
tbh all i did was just drag and drop
yea but working at all with no modifications showes how well the mod is made
ah
well still it even starting is cool
but yea to have it look good will take more efforts
also the PT renderer sadly doesn't appear at all and its still rasterized
but textures appear here at least
wow
a lot of efforts then
it does seem to work
rtx seems there
it is what it should do
texture packs are just addons
nah just the menu hooks it seems
ok
Instead of using the whole mod, you could try just using his modified dxvk
where can i find it?
Yeah this
Thereās an actions tab
Itās alright

Dw
action builds are not enabled (and never will) for that fork. Not that this is going to help anyone with compatibility anyway. You can use the original runtime on p2 just fine.
You'll lack support for multiple portal pairs and proper working gel's tho
The runtime changes have nothing to do with general compatibility
It was already mentioned but this is rasterized. It has this weird green tint all source games have when used with remix (in raster mode).
What is tsp anyway?
stanley parable, its a game based on the portal 2 branch of source
You can use, eg. the sample mod that comes with the compatibility mod and further modify it using the remix toolkit. Instead of opening it as a project (the project file is not shipped with the sample mod), you select .. one of the other options to further modify it. Was it also called remix or remixing .. I'm not sure
Oh, well yea even tho it's using the same engine base, the compiled engine files might/will be quite different compared to the portal 2 ones. My compatibility mod is using hard coded memory offsets to modify certain game functions or implement completly new functions. That means it's only compatible with portal 2 ... and only with the lastest version that is.
Shouldn't be hard to create a comp. mod for tsp tho (for someone with r/e knowledge)
š
here are an exemple of pbrless panels
I see
And explain to me again what you want it to look like
like this
hold on i'll put on the pbr pack
and try to find other panels
here
as you can see with pbr it doesn't have emmisive textures
i was wondering how to modify the pack so these have emissive
where can i find the toolkit ?
I think you can get it from the new nvidia app https://discordapp.com/channels/1028444667789967381/1028478441235939358/1313662205920673792
say how would i open it to modify the textures ?
When you click the start a new mod button for toolkit, click on the remaster option, follow the steps from there
that is not yet a problem as i am exploring the emissiveness tool but
if i make an emmesive mask shoul the place light will be be black or transparent ?
Sorry it took me so long to get back
This should answer all your questions
or
just ignore it through windows defender
be based like me
i have my anti virus off for over 3 years
I just told defender to ignore it
Weird I actually replaced the launcher in the 1.5.1 release with the 1.5 one
hey uh i think im stuck on infinite loading the spinning thing in the corner is spinning and the dotted line is full
tf now it works after a restart
the game rebuild the sound cache .. did you not copy the master sound cache file as instructed?
might have accidentally went over that not sure but the game works
if you notice any missing sounds, check the main page readme š
ok doke but the lights aare a lil weird im in the bedroom in the beginning and everythings pitch black i did everything correctly
i just need to put one there in the rtx remix app
i fixed
did you grab and install the sample remix mod and placed it into the rtx-remix folder?
yeps
also the dlss4 so the game runs smooth as butter
hi guys i was wondering if there is a way to have steam lunch directly the luncher ?
Add non Steam game
Then just select the launcher exe
ok
These Walls Could Talk
I'm curious what prevents this from working in co-op
like it seems like it SHOULD work
it almost does except for the player model
The amount of Portals allowed I think
Hopefully itās something that gets fixed before going on Steam
Remix is hardcoded to only support one pair of portals at the moment, and supporting them is relatively expensive. Mostly due to all the calculations needed to get lights to shine through the portals correctly.
Adding a second pair would need code changes in several parts of Remix - basically anywhere that deals with portals.
^ Adding to that: the runtime that ships with the comp. mod allows for 3 portal pairs but the that is causing some issues with volumetric fog atm.
Problems with coop are:
- the detection and handling of portals (assigning the correct portal indices and such) - portal pair colors will be different (atm)
- handling the player models as each player needs to have different textures tagged as player body (so that it hides your player model)
- writing and testing code that is specific to coop requires me to have a second PC with a second steam account that has portal 2 (I can't really rely on someone else here)
(I've recently upgraded my entire pc and am just missing a new gpu ..so I'll be able to properly work on coop when I can get my hands on a new one)
i cant find anything dlss connected in nvidia inspector
Portal 2 RTX + @open rampart 's PBR pack AND DLSS 4 look amazing
@naive edge planning to get a 5080/5090?
Exactly
I think you should be able to snag a 5080 this month
the stock is quite a lot better than the 5090s
Nah I'm going BIG
I want to be able to run the game + the toolkit at the same time
Well good luck man!
Games gonna be going big but your bank account going small
š£ļø š„
thoughts chat? or do I just keep them white turrents :3
Just add it as a secret code
Ez
Special thanks to E-Man for helping with subsurface scattering tip 
awesome
What's the name of the song that plays in the beginning of your video?
PotatOS Lament
oh hey sounds like you fixed that one map having no lights and it being impossible to see how to proceed, good to see it
Beta testing š
š

oh wait I finally realized what that is...putting the mod on Steam?
yes
nice
I'm gonna put it here because reasons
holy shit the way glados is lit
I still havenāt figured out why it does this, for some people it looks the way it should look, and for others it doesnāt
Even on a fresh install mine looked fine

Just manually set the alpha states for foliage in the toolkit and it will be fixed for everyone. The base remix mod does that so just look at the settings for some foliage in there
nah this shit actualy looks fire
I made a video with 20 minutes of gameplay https://youtu.be/IC9T1XhKqgw?si=GNKLp9s0alrXIvsE
Portal 2 RTX Remix - xoxor4d
The creator of this Remix mod is amazing honestly doing good for the Portal and RTX community keep working hard.
My rig:
GPU: RTX 4060 8GB
CPU: AMD Ryzen 7 5700G
RAM: 32GB 3600Mhz
PSU: 650Watt
Experience Portal 2 with a new look with RTX Remix. This remastered version features fully ray-traced lighting, enhanced ...
Cool
Yeah Iām gunna fix that tonight, hopefully put out a hot fix tonight, makes the screenshots look like false advertisement

Looks like these are the current settings on for the foliage, isn't what the toolkit shows is what the runtime should? 
I think we just had a similar issue for moss as well, lol
what the fuck is going on
I thought maybe there was something wrong with the texture but nahh, pbrfusion supports alpha, and it looks right in the preview 
Disable "Use legacy alpha" and enable "Blending Enabled" 
Ohhhhhhh gotcha, thanks!
I said I'd patch tonight but I am fried but erm tomorrow
@buoyant venture what do you plan on doing with the rtx remaster on steam?
Will u just simply ai upscale and pbr all the materials or will you try properly redo the models and materials and such
Everything is being redone by hand, no AI
I do hope if you decide to deviate from the art style a bit that people donāt get um, too heated over it
I donāt mean like genuine criticism and calmly stating opinions and dislikes and wishing what was different
I mean like a more, aggressive type of reception
I mean Iām already getting called a liar by Ossy, lol
Wdym by liar?
When did u say u were endorsed by nvidia?
I said they were helping with promoting
Maybe they took that as endorsement 
Maybe you could try clear it up in the comments
I will try
Or try clear it up with them personally cause tbh
Being told a word as strong as ālyingā
Nah I wouldnāt have that personally
Also another question @buoyant venture what do you plan on having your process be for remastering the assets
Do you plan on mixing in hla assets with original ones
Or just redo every single one, and what tools are you planning on using
Genuinely interested to know what would go into a project as ambitious as this
Cause like, portal 2 is a pretty big game
I just hope it doesnāt end with burn out then following cancelation
I donāt think thereās any hla assets in Portal 2 unless spawned in
Nah I mean like extracting hla assets to use as replacements in portal 2
To be clear, Half-Life Alyx?
Along with original new assets
Ya
We donāt have any plans to use hla assets in anyway
Ah ok, then what to you plan on the process being for making these new assets
Do them from scratch
Ya ik but what will be the work flow
Like programs used and such
Microsoft paint for textures and notepad for models
I would ask one of the modelers like @rough ginkgo
hu im not a modeler
Ah ok, what would you say your role is so far and is there a credits list I can find?
all good, i work on textures and stuff
What would you say your workflow is in updating these sorta low res textures to be higher in quality along with pbr
Director
and there currently is no list of credits yet
Ah ok
I recreate them in substance painter using procedural materials and redrawn stencils (like the aperature logo, etc)
i dont try to deviate too far from the original art style
Very nice, would you say itās easy?
Apart from having to pay the awful adobe fee which in itself isnāt quite easy
nope, each asset i work on has its own unique challenges
that's very annoying lol
I despise ossy
Iām sure theyāre a great person to personally be with, itās just sad that they sometimes are very harsh or negative, or sometimes act like theyāre almost the oracle of portal at least from stuff Iāve seen, tho I assume along with everyone else thatās just a natural part of them
We all have bad sides to ourselves we want to keep down or donāt even notice
If that makes sense
"You see, I have finished portal a million times and I am the mightiest portal fan of all"

I mean tbf, they are like a living portal wiki, like they instantly told me what the mods I saw from back like idk 10 years ago were just by speaking small details about it
But ya it is a shame sometimes from what Iāve seen they never really let a different perspective appear for other people if that makes sense
Idk maybe Iām just misremembering
Iām sure theyāre a great person who does annoying stuff sometimes like all of us
the problem is: making claims about other people's work and projects without knowing the full story
because they did the same thing with Portal RTX itself, making posts claiming it was unoptimized because they used 3d models instead of transparent textures (despite this actually being more efficient)
it's kind of a continuous issue
and it hasn't improved
Ya thatās not nice
and they don't really go to any great lengths to clear up mistakes they do make, at least not with that one
i'm hoping they cooperate here
Ya Iām sure theyāre a fine person who just makes rash or quick decisions
Yāknow let that emotion lead the charge of choice which I feel we can all relate to
ok turns out the person was just Fucking Lying about the project being endorsed by NVIDIA so we can breathe a sigh of relief LMAO
Ossilia Flawol - The Portal Lore Master (@ossyflawol.bsky.social)
Valve heard that NVIDIA was gonna be announcing Portal 2 RTX soon and let out their rage on Portal 1. I am going to believe these events are correlated.
i'd also like to believe they're a good person and didn't mean to do any harm
I wish community notes were a thing on bsky
If anything, this just makes me want to focus on getting the trailer out more
"The portal lore master" MY ASS
Actually
They do know a lot about portal lore lol
I wish to reply but I don't have a sfw account on bsky
one of you do it
I donāt use Bsky
Oh wow that is like, unnecessarily aggressive, like I understand being aggressive over some faceless company cause who cares (not including the actual devs and humans) but like to a few indie devs whoāre doing it out of passion and their own pocket? Idk
Like itās not for example fortnite having a half life collab and rewriting the lore to involve fortnite elements
Pay em no mind
That's all
Haters gonna hate
I've had a bunch of people try to get to me for my mod
Although the praise was overwhelming
I mean considering theyāre one of the bigger portal influencers itās hard not to ignore
What mod was it again?
underground 2
Oh damn u made that mod? I think one of my friends told me about it
Looks really good so far
Ya ya ofc
š¦
Itās true @drifting temple despises Kim this is so sad
Can we smash that subscribe button guys this drama is insane
Some might say crazy
I didnāt wanna have to make this video but the drama is so crazy guys
The drama is unbelievable
Will you be the path to my tracing?
From: @drifting temple
To: @thin geode
bah
lol sure. good job
the RTX Remix situation is crazy
i'm a lowly orange role
sad
but it's okay. it's not that far from red
and to boost your ego, your invite link brought in over 5k members
Better than wendy. No one bothered giving her the NV role lmao
poor wendy
That's pretty crazy
Crazy a fast food chain became sentient
No less, a community representative at Nvidia
Erm would anyone be down to test 0.5.1? It'll be the fixed foliage spreadsheets :3
Is this a bug in the toolkit? When I disable Use Legacy Alpha and enable Blend Enabled the foliage disappears 
But it's visible in the game 
set alpha test to less equal
int inputs:alpha_test_type = 4 (string options = "Always:0|Never:1|Less:2|Equal:3|LessOrEqual:4|Greater:5|NotEqual:6|GreaterOrEqual:7")
bool inputs:blend_enabled = 1
bool inputs:use_legacy_alpha_state = 0
Ahh perfect, thanks xorxor! 
I was just gunna fix the foliage, but then I remembered the emissive maps I wanted to add and now I'm down in earths mantle 
Adding emissives is making a muchhhhh bigger difference than I thought they would, adding/finding everything and then gunna see if I can get the beams to emit
beams where emitting light in my sample mod so just lookup the beam hash there and copy the settings
Sweet, thanks! Wish the toolkit had a search function in the stage manager
I have a list and a map attached to this issue with everything that I could find that was emissive in the whole game
OH SHIT! Thanks, that's very helpful!
np c:
I think I missed three or four things like the underground lights and elevator lights but other then that it should be everything
So many changes in this update it'll be 1.5
emissives/fixed foliage/removed 1.4 version of shiny turrunts, and I forget the rest lol
On a side note, was the flat glass in-front of the large emissive wall lights in the first levels done on purpose?
It's missing the wavey normal map
It also seems to be missing it's parallax map unless I'm mistaken
Ohhhh that's what it looks likeeee. I completely forgot what the original looked like. Hmmm I'll see if I have the normal/displacements somewhere and see how it looks. I kinda like the clean profile of them, but I haven't seen what it looks like with ripples yet 
Also ewwww vanilla portal looks so ugly to me now 
that reminds me, I noticed you replaced the security glass with just plain clear glass
I assume that's due to ray reconstruction artifacts?
since even the new transformer model can't handle that grid pattern
Security glass? What's that look like? 
I guess he means the glass with "chain links" inside?
yeah it has a metal grid inside the glass, so you can't just break it to bypass a door
there's a lot of security glass in the facilities in Portal 2
but ray reconstruction turns it into a garbled mess with any motion, even with the new transformer model
I assumed that's why you replaced all the security glass with plain glass
think you meant "privacy" glass, with that frosted glass look, right? If so, that is because transmission + roughness are a no no for realtime pt.
I remember Kralich talking about the same approach for Portal Prelude RTX windows with clear but wavy/bumpy glass as well
no I'm talking security glass that has a metal grid embedded in it, like this
this stuff is all over the facility in Portal 2
a transmission texture should work
Ahhh gotcha. Yeah these lines are way too thin even for primary rays
i've done it in a few gmod maps and it looked ok
well they render ok, it's just that ray reconstruction can't handle the pattern so it all turns into a garbled mess in motion
regular DLSS handles it fine
Any chance I could get a video recording of that? the RR team is always on the lookout for cases they can improve on.
just post it to discord?
alright I'll try to make sure it fits, the file size limits can be a pain sometimes
I suppose you could toss it up on google drive or youtube or something
if I can get it to run.... I had this initialization error before
well now I'm really confused, I swear RR is handling this much better now on my 5080 than it did before...
if I can remember what map that other spot was in though hmm
well I'm not sure what to say now, I can't seem to reproduce the problem on my 5080, also tried disabling the DLSS override and it wouldn't even let me enable ray reconstruction
but if anyone else wants to try, load up sp_a3_jump_intro and sidestep back and forth while looking at the grating next to the entrance to the puzzle chamber at the beginning
when I tested that on my 4080 it looked substantially worse with ray reconstruction vs regular DLSS
there's also some security glass you can check (requires the texture pack to NOT be installed) if you load up sp_a3_03, then noclip up to the door to the next room in the far corner
Hmm, IIRC it's been quite a while since we updated the RR .dll, and I don't believe RR is any different on a 50 series... I could be wrong tho.
Haven't done much with RR, but if you can repro that (or any other case where RR performs worse than no-RR) we're always interested in getting details / a recording
yeah I'll definitely keep that in mind if I do manage to reproduce an issue like this again
for what it's worth the mod here has RR DLL v3.7
That's a lot of boiling
And I mean A LOT
yeah it's definitely a big improvement, and thankfully DLSS overrides work on it (just can't use that at the same time as DLSS Tweaks, that's what was crashing me)
This is with dlss4
I've seen similar even with DLSS 4, but it tends to stabilize after a couple seconds at most of not moving the camera
but then any movement brings it all back
Ye s
Hmm, does that get better with RR off?
In general when you get boiling even when the camera is still, it means the light sampling is picking bad lights, so very few rays are actually reaching lights that affect them.
I'd have to recheck, but from general experience it does seem like non RR denoiser is great at keeping the image stable as long as nothing changes
seems like you have a really bright light, and that area is getting illuminated by bounce lighting from that bright light?
I think you're right because there's sunlight shining through on the floor just under the camera
I'll survey the specific location again
this happens in tf2
and its really bizarre
Yeah, I suspect if you turn off all the denoising and uprezing , you'll just see that the signal is mostly black with a few bright spots in that area. we have a few algorithms that help with this sort of thing, but it's just a fundamentally harder case to calculate.
It's just bad denoising. Can happen in any game
adjusting the lighting setup in the area can help - I remember we had a spot like this in Portal, and putting some rect lights on top of the emissive surfaces helped a lot.
Yeah. Like using it as a portal. It's a thing in blender
yeah, that's just emissive, right?
this issue is present everywhere in Barnyard, because it's just emissives š
No, it's directional light BUT bounced
ah. hm
Because in my experience, direct emissive lights are still cleaner than bounced lights
Those are the real difficult ones
Yeah, direct lighting is always easier than indirect. but direct lights are usually better than direct emissives, and indirect lights are better than indirect emissives
I think Kim was stating the fact that mesh lights are noisier than dedicated light entities.
err, I was agreeing with Kim. direct light = light entity. direct emissive = mesh light
Light entities > emissive mesh > Bounce lighting
the distinction still exists within bounce lighting.
Light entities > emissive mesh > Bounce Light entities > bounce emissive mesh
that's a much easier lighting case than the one you shared earlier
Yep. Just to clear up Kim's concern that emissive mesh lighting might have caused the boiling
Any updates on getting Portal 2 RTX on steam?
Vulpes does
Haha
But is it verified and ready to launch
Pffttt, it is nowhere ready to launch
The store page might be ready soon but not the app
Yeah. I was just wondering if valve gave their blessing
They donāt need to, Source mods are allowed to use the Valve IP as their documentation states
ah
That means if you guys wanted, you could post TF2 RTX to Steam without getting in trouble
@naive edge
ill cashapp you 5 dollars to fix dino d day
its basically the same branch as portal 2
ok so i thought it was to do with the PBR pack but its not. i uninstalled it and the portal is just blot orange and blue and the glass is a blot gray
would send a screenshot but cant
you are probably missing the base remix mod that "comes" with the compatibility mod
i was being stupid, i placed the mods folder into the portal root mods folder and not the remix mods folder
its working fine now ty anyway
would this work with modded maps
Am I doing something wrong?
looks good
So why when i launching the game i get a black screen?
considering the last thing it looks like you clicked on is the portal2 exe, click on the p2-rtx-launcher.exe
I tried both
mhm
did you use the actions build or the release build?
because the last time this happened was when i used an action build
release build i think
just to be sure, re-install the release, and add it to the folder, when asked to replace say yes and it should work, if not, lmk
Now it works. Turns out I just had to restart my pc
Do I need to enable the enhanced meshes in some way?
Okay, so thanks for the help anyway
unless you're talking abt glass
I guess you followed the instructions and installed the sample remix mod?
yes
okay so if portals look like actual portals, you are good to go and can remix the game to your liking
ok
is this with the new transformer model and NRD?
yea
can you show us what it looks like without the transformer model and nrd
cnn
Original lights working yet?
damn and this is without nrd right?
wdym with nrd
NRC they mean
the two pics are with restir
ah ok
ah damn sry keep getting those two confused
@naive edge sorry for the ping š
and you can try to port rtx remix to Counter-Strike Online 2 or I would like to look at most of the maps with rtx shader and examine the bigcity map and go through the mission there with this shader go through the zombie crush mode etc. in short just walk around with this shader on all the maps or maps from Counter-Strike Online 2 are also in other games like gmod or another game based on source but there are few of them and not all of them are there although in
-# there is a campaign there, but I would watch it too
@naive edge we can use latest dxvk-bridge builds on p2 to use the new NRC and RR options on the go? or we need to wait for an update?
ehm no sorry I dont know that game
you'll need to wait for the update
It had it all, Cases, Skins, Gloves, custom characters, Character Customizations, strange game modes and effects. And it was released way before CS:GO
and I also have the 2013 game client š
This is official game by nexon korea and valve
Not clone
but now they only have the first part of the game, they closed the second part in 2018 in Korea, Japan, Taiwan and China, but you can still play it or there are custom servers, one of them is called global
I love Leet design in CSO2, its like his CS:S look but with 100x testosterone
in the old and new versions the character of his face is different in the old version of 2012 and 13 of any before 2017 the character of his face in the old one he is much sadder he does not smile and in the new one he smiles quite I don't know what he looks like but I will send it later
with one cso2 old build from 2013 open beta test
on the other hand the last client cso2 from 2018 This can be seen from the reflection of cubemaps
This is a thread about portal 2 so please try to stay on topic
i know š
although I just wanted to suggest that you try to somehow make an rtx remix for this game as well since it also works on dx9
-# but I still knew that you wouldn't agree(
why not?
idk
a) to make sure it's used with what it was intended for
b) to slightly delay loading of the dll so some game functions are initialized before the dll
c) it wont work with anything else anyway
darn
im tryna get the 2011 csgo pax build working
which uses a like
slightly modified p2 build
so for (b), would you add a timer instead if the game uses the same window title throughout its loading process? (infra for example)
no because I also need the window handle and that requires the window title
right, i meant adding a timer in addition to the window handle
since you said you use the titles to delay loading
infra uses the exact same window title/handle from loading to ingame (no "Direct3D - 9")
I'm not sure if I can follow
if I'm not mistaken, you don't inject into portal 2 until the window title switches to "Portal 2 - Direct3D 9" correct?
hopefully that phrasing makes a little more sense
Uhm I don't think that the title changes at all. The window gets created with that title.
To clarify, it is not delaying injection per se. The dll creates a thread that searches for the window title. If the window is found, it searches and waits for all game modules (client.dll, engine.dll etc) to be loaded and only then proceeds with any actual logic that comes with the compatibility mod
Will DLSS 4 be supported by your portal 2 mod?
#1289195427119501424 message
The video above was captured whilst using the latest available runtime version so yeah
Awesome!
That part of the game is quite foggy tbh. Not that much though lol. Sort of this vibe with dust particles
1st pic looks like crysis 3
how many frames do you have it to accumulate?
looks pretty unresponsive
afair default is 128 frames
try something like 16
This is a special setting that you can enable to not get contagious fog. Not sure what itās called from the top of my head but it adds noise to the fog
In my experience, 45-60 works best.
Less than a second if you're getting good framerates
It's for nerds
I'm cool so I avoid the power of 2 numbers
what accumulation are we even taking about here?
Volumetric accumulation. It's in the advanced settings
By default, it accumulated the fog over a 128 frames
Which is too slow
It provides a nice abandoned building like atmosphere
so can't update my p2 runtime to the latest build yet, right?
Negative
Unless you wanna port over the changes yourself

btw im in love with this
time to replay p2 with the new runtime (when its ready)
and the skurtys pbr pack
Youāll love our new assets then 
Iām gunna push out the new update soon, itās going to be the huge emissive update thatāll make the fog look really really cool 
cannot wait!!
Damn I'm gonna have to replay portal 2 again with all the new stuff š
Finally playing through now that I have a pc that can handle it and good LORD
Watching light bloom out from below the portal on open is actually, unironically amazing to me, yall have done some serious work
my game is crashing on launch, logs show err [37] common device objects were not disposed of.
anyone have any ideas how to fix that? the game works fine launching from steam so I imagine it's an issue with the rtx mod.
here's all my log files too, if that helps.
tried:
clearing save file
updating gpu drivers
disabling DXVK
disabling rtx.io and adaptive resolution
launching the game in windowed mode
disabling steam, nvidia and discord overlays
and of course verifying the game files seems to have fixed things
should've thought of that first
me when occam's razor
Has 1.5 dropped anywhere yet? :)
negative
normal map doesn't really cut it - missing some inner refractions
looks awesome
i left a comment on one of your videos literally just now but may as well ask while im here - is there any chance you could also update the chapter icons/loading screens? they (obviously) use non-rtx images so itd be nice consistency if u could
obviously not an insanely important feature but
nice consistency
I'm mainly working on compatibility with remix and not on an actual remix mod that enhances the visuals
whats new
well it now works with the 1.0 runtime and I've ported lots of goodies from l4d2 like this
Need to redo the base remix mod that comes with the comp. mod as the update broke some stuff and I don't want to ship a dark ass game because people will complain because they don't understand what it is actually about
The things I could say about that

Hopefully it doesnāt break our stuff
Thereās ways to fix it easy peasy if it does, switching hl2 to gmod hashes was no biggie
well .conf files need updating as remix variable names changed (volumetrics etc) and nocull mapmarkers have new hashes
did 1.0 break the config like other source games?
im assuming not since its not like other source games
just vertex's randomly dissapearing
there was only some black flickering that can be fixed by removing one var
what var
#general-remix message
lit
on a related note...have you potentially fixed the Portal 2 RTX launcher being flagged as a virus? I had to fight with Windows Antimalware like crazy to get it to leave the mod alone
I used the mod from xoxor4d and the sound doesn't work, please help me solve the problem
i'm used russian sound
There is a troubleshoot section on the main GitHub page with a section called no sound
Iāll be using dxwrapper and no longer ship a launcher so that should no longer be an issue
thx, now everything works
saw this volumetric artifact (per portal froxel volumes) on portal 2 and thought my max portal pair "hack" was causing that but turns out that it also happens with the stock runtime on p1
ya i think this is one of the reasons the portal rtx update is delayed
extreme example
that's weird, I've never seen that before
Itās with the new fog system
I remember how when playing portal rtx with the new volumetric stuff how the fog would just snap how it looked when you go in and out of a portal
It wasnāt as extreme as this but portals def didnāt work well with the fog
oh so it's an RTX Remix feature
Might be stupid but isnt this mod enhancing the visuals by adding pbr textures and changing lighting
Not tryna be snarky or anything I just don't know how this stuff works lol
The compatibility mod in itself is not enhancing any game assets. It just makes the game work with remix so that people can use remix to replace assets, add lights etc.
There is a base remix mod that comes with it that adds a few lights and might enhance a thing or two but don't expect anything crazy
My god I totally got you mixed up with that person that's adding PBR materials to the game lmao
Skurtyy I think, my bad!!!
yeah he's in here too
Has the weird glass refractions been fixed?
on the left most window you mean? No .. this is actually "caused" by the game asset and I think by design
I'm talking about this;
Bug reported by wolfe_strider on Trello on November 14th Description: Self explanatory Example: https://www.youtube.com/watch?v=DxVO6kiJTmg https://www.youtube.com/watch?v=8t3QXNcNWM0 Preview image:
yea that is actually the "fault" of that glass pane and is likely by design (for some shader trickery or something in the og game?)
How so, I don't remember it looking like that in the rasterized version?
Or am I just missing the point?
Looks pretty different to me and unintentional
mhh I dont really remember but I saw something somewhere and thought .. oh thats why š
Ahh
yeah that's weird that that particular window is showing such intense refraction
I feel like I noticed some weird glass refraction in a few places too, but I can't remember exactly where
making it thin walled gets rid of it but that kinda hides the stripes
yea the pass to glados in wakeup has some weird refractions as well
The stripes shouldn't be refracting anyway, I think that's a reused Portal RTX material which they added refractive stripes for some reason to the material
hmm yeah in the original game it just looks like some frosting on the glass
All it seems to do is obstruct what your attempting to view idk why they did that in P1RTX
yea ik but using a transmitance map causes all sorts of issues with volumetrics
it can almost look emissive in some instances
oh so the frosted glass screws up fog rendering?
yea translucent materials are really limited
gotcha
even decals ontop of translucent materials are a pain
yeah I remember viewing laser beams through glass was a problem when I played
though this talk about lasers and glass reminds me of one spot where ray reconstruction was having a really hard time
worst case scenario with laser beams behind some of that rippled glass
Would happily give you access to our build

(There was a pending GitHub invitation)
just noticed that there's no license on the p2-rtx repo
Why is it being flagged as a malware?
I would love to play but I dont feel safe to do so currently.
Because it injects into the exe
Which is something that viruses also do
The next version will get rid of the launcher which currently causes the false positive. Even rtx remix itself is currently detected as a false positive because they also ship a dll injector
Alright perfect, ill keep my eyes out for it
I've actually never had issues with RTX Remix itself, but at one point Windows Antimalware went absolutely nuts about the Portal 2 RTX launcher, I had to allow the file like 5 times before it shut up and let me run it...
Personally I think it looks cool
it is kinda weird in motion tho š«£
to bad that we cant have real roughness settings on translucent materials but this is good enough š
transmission texture?
emission actually
lol clever
veeeeeery lightly
@naive edge Bro, what you did for the portal is straight-up a masterpiece, but if weāre being real here, your mod still needs a ton of work. Iām hoping either the fans will finish it up or you will. A mod like that just canāt be abandoned.
its a compat mod
not a PBR makeover
either a team or yourself will have to fixup the levels, textures, and models
I just beat the whole game with your mod, and yeah, there are some spots where itās straight-up impossible to get through because thereās no light at all. Plus, I ran into a bunch of visual bugs too.
Thanks but I'm generally working on compatibility and not on actual enhancements in the form of textures / meshes or lights. I do ship a basic "mod" to not ship a dark ass game because everyone would complain
I get that itās just a compatibility mod, but Iām still curious to see what comes out of it. Iāll be one of the first in line to test something like that.
Thatās why Iāll be waiting for updates in this thread to see what can be done with Portal using NVIDIA tech.
he's still working on improvements to the mod too
cough
Well, looks like weāre waiting then.
and there's a Steam release sometime in the near future
which I assume will be packaged with the PBR texture pack
indeed
Can you upload a video to Google Drive or YouTube so I can check it out? Discord just wonāt load videos for me.
Going to take awhile though, we're not doing AI upscale
It's the SteamDB website
not a video
I mean, I want to see what youāve done in a video, not about the Steam db, want to visually check out your progress.
We don't really have any videos ready for the public yet
so you're doing a more extensive texture overhaul than Skurty already did?
Handmade textures
@buoyant venture By the way, I have another question: will localization be cut in the project?
The files are still there, I would just have to check that they work/what it would take to get them working
oh so you're going to redo all the textures by hand? yeah that'll take a while
there is a whole team doing it
@buoyant venture And here's another question, when can we expect the beta?
At least approximate dates
well I'm looking forward to it (even though I already played through Portal 2 RTX)
No date right now
Sorry to hear that, but I'll definitely be waiting for the first betas.
You can't upload a DLC for another game, only mods
oooooooh
Adding / Removing (individual) texture hashes from config hash sets! But it requires changes in the runtime + bridge + api headers (obv.)
Use case: removing the "glass light" on certain maps (and leave it on on untouched maps) and adding / removing player model hashes for coop
hold on
Oh god xoxors bout to flex I can feel it coming
I'm still waiting
Omg this is incredible
lots of stuff to configure but way easier than doing it in the toml file. It does not write modifications to the file on its own tho. You have to copy the changes to the clipboard and manually add it to the file
with unique markers for example
Has the project been published on steam yet..?
no
How do I launch the mod without the launcher executable? My antivirus thinks it's a virus and won't let me extract the .exe
You can't
Add an exemption for the launcher or wait for the new update
in the new update, will the portal gun indicator light be fixed? (great work btw)
mhh well they do work in a way but most of the effects are shader based and get really jittery the further you are from the map center .. thats why I've disabled them
oh ok, gotcha. awesome mod!
the cube is a lie
hw skinning? 
portal 2 if you smoked crack
not gonna happen 
dimensions are a lie
Woah 
Plot twist: the cube is made of cake
This fucks with my head in ways that I cannot describe. Can you tell me what's going on here? Does the game always skew the cube when rendering?
I've disabled parts of a matrix multiplication that places the prop into the world but I only modified the x axis of each vertex
Iām guessing this is related to Emanās issue?
The one that doesnāt allow us to do mesh replacements
I obv. have to fix up some of the broken stuff but the cube is stable .. so that might work out
@rough ginkgo , you know what to do 
i have no modelling skills lmao
Maybe someone in the team does
I tried this RTX mod the other day and I want to say, it is incredible. Portal 2 looks amazing, I can't believe how good it looks. Thank you very much for this.
what did you do to get those hashes stable?
I've disabled position/normal baking for vertices on "dynamic" static props by setting the poseToWorld to identity.
I then transpose poseToWorld and use that as the world transform (SetTransform(D3DTS_WORLD, ..)) right before drawing the mesh
where do you set poseToWorld some hook to a function in studiorender?
just to be clear, anything that animates is still unstable. Even shooting down the camera and picking it up makes it unstable. The cube is fine for some reason š
@open tulip
// CStudioRender::R_StudioRenderFinal ->
// CStudioRender::R_StudioDrawPoints ->
// CStudioRender::R_StudioDrawMesh ->
// CStudioRender::R_StudioDrawStaticMesh ->
// CStudioRender::R_StudioSoftwareProcessMesh -> g_SoftwareProcessMeshFunc[]
// CProcessMeshWrapper<0,0,0>::R_StudioSoftwareProcessMesh
Setting the pose matrix to identity before ComputeSkinMatrixSSE gets called.
I'll use the transposed one waaaay later in cmeshdx8::renderpass where I setup all the fixed function stuff
I see
it's working pretty good now but meshes with multiple sub meshes are still broken ... probably because they are parented to the parent mesh and thus having local transforms
Stable hashes has been one of the longest standing issues in gmod rtx
actual static props should be stable right? whatever the real term for that is in source
yeah most hashes are stable, it's only skinned ones that are unstable, that even includes objects that are totally static
Physics objects are skinned??
some
not all
most hl2 props work fine, but gmod specific props for example are skinned for whatever reason
i think its related to how models are compiled for source
Just implement hardware skinning

š„¹
I wonder is it possible to look in the code of hl2 rtx and see how hardware skinning works
would need someone with really good RR knowledge
Itās probably NDA
portal prelude rtx also has hw skinning
For the NPCs I assume?
i think anything that uses it
Nah I mean like the compiled code in the released builds and stuff
i remember everything being stable in the debug view
Wasnāt @loud blade involved in both? I see a correlation
Iām sure someone could find a way to decompile the DLLs, itās source after all prob not that encrypted
ye he mentioned about enabling it but didnt go into detail how, probably for NDA reasons lol
Has anyone tried decompiling the DLLs yet?
its not that easy
its not like they're encrypted, but its not like we can magically turn a DLL into human readable source code
š
I just thought, what if we use the P1 RTX cube mesh as a test
uhm well the source code for hl2 is out there but that doesn't make it any easier

some textures and general lighting .. just wanted to post something 
amazing emoji name
Eman vines?
stock
Do we know what assets eman worked on for hl2 rtx?
Hey there.
Not many assets, really. Mostly vegetation and technical stuff.
I worked on the grass (assets and scattering), Large ass Oak tree at the end of the ravenholm demo, cattails in canals chapter, some smaller bushes and the poplar trees from what I remember 
Honestly ur vegetation assets looks amazing

Ty 
I owe blender geometry nodes a lot for that. TreeIt as well
did you manually place all the grass pieces in ravenholm lol
Yes, but I made a tool for that #1146527055664652449 message
wowww
Love it
mmmm pom fibers
Did you set the displacement inwards or outwards?


