#Portal 2
6446 messages Ā· Page 7 of 7 (latest)
the same as what i do for the base rtx mod? (https://github.com/xoxor4d/p2-rtx-base-mod)
this one yeah
ye and mods folder there
okay and i put it in the mods folder
the mods folder already has stuff in tho
should i put it alongside it? or in this folder
its for portal rtx to work
yeahh i thought so, but should i put it alongside it or in the same folder
im assuming same folder like you said but
its broken already i dont wanna make any mistakes š
just mods folder not that one
cool :D
ill let yk once it installs and i hopefully get everything working
small update: i downloaded that zip, i forgot that theres not only rtx remix folder, just drop all files from there to portal 2 root folder
small problem: i already have those folders in my portal 2 root folder
okay ill drop them into the root folder and let you know what breaks š
do i put the .conf in aswell as the folders
yes and overwrite files
okay
done
should i run now?
ye try it through bat
done, everything seems to be running fine
good, one sec will send a command for console to test if maps after act 2 working
okkk ty
i guess its working!
np mate
will let you guys know if i find any bugs
current state of my game, not sure how to fix
UI is gone, some textures are broken, not sure why as when i launched it a few days ago none of this was a problem and i didnt touch any of the settings before that
how do i fix this š
nvm i fixed it by loading the game with the .bat file
but also another bug: the floor disappears in the early chambers when enhanced meshes are enabled
colours are messed up on the screens in the elevator rooms (black and white now)
Dev of mod that i showed you said that he gonna fix it in future update
ah sick ty
Ye I made a small oopsy in the 1.3
Wait this looks cool as hell
i put the pbr pack in the rtx remix mods folder and nothing has changed, does anyone know why?
skybox in the old aperture levels is bright white
looking hot š„
What maps are the first 2 images?
sp_a2_pull_the_rug and sp_a2_speed_gel (portal revolution)
Did you import them? because thatās a DX11 game

https://github.com/xoxor4d/p2-rtx/discussions/201 imported the stuff from that into base portal 2
I made this for digital additions (all testchambers and voicelines work)
When I run P2-RTX for the first time using the .bat file it loads and tries to compiler shaders but gets stuck in a infinite loading loop. is there a fix?
I had a similar problem if u scroll up in the chat what I did might help?
it boots but after compiling shaders it shalts and asks if I want to stop the program or Wait
yeah it did the same for me
like this?
Or this?
I toggled the mod and opened the .bat and it worked!
Its compiling the sound cache
That's what I thought, How long does that take?
a simple restart will work - if you are missing sounds then there is a cmd you can enter into the console. It should be mentioned in the troubleshooting guide on the main github page
It never finishes so I guess letting it sit for a minute or two should be enough
I see! Thanks for all your hard work on this RTX Remix mod fo the childhood game dude!
btw does putthing the .bat launch options work in steams launch options settings?
yea it should!
I just put them there for ease of use
and when My dad plays P2 He doesn't have to run the .bat file
heyo i found a community project of a "remake" of P2 in work! It looks interesting, i also don't think they use Remix but i still looks incredible :)
https://www.youtube.com/watch?v=5ovDgRtosGA
š Explore Clustered Shading in more detail at: https://p2ce.org/clustered
ā Credits ā
Voiceover - Smaed
Production - https://www.youtube.com/@Rip-Rip-Rip
Music - Baguettery
Community Maps - @bpnbeckeroo, cyndyk
ā Links ā
Visit our website: https://p2ce.org
Join the Discord for development updates: https://p2ce.org/discord
Apply for...
Yeah, Portal 2: CE is Raster on DX11, not Remix
@buoyant venture currently at what status is the portal 2 rtx mod been in?
Has it kinda been a stand still for asset development in the past few months
yep, still no progress
we've made more progress in optimization then actual redesigns š
:(
with the optimizations lets say someone wants to port a portal 2 mod to portal 2 rtx, are all those optimizations already done or are some need to be manually done through guides and such
I think static rendering would have to be done manually since I know it applies to specific maps, not the whole game
Correct me if Iām wrong @rough ginkgo
And cull markers are also specific iirc
yeah its manual per level
if I wanted to use a newer version of remix in portal 2 what files would I need to swap?
the .trex and d3d9.dll from the bin folder need to be replaced (btw you should use the GTA 4 Runtime since it has almost all the fixes needed)
Colored videos
so I just download the GTA IV mod and put its d3d9 and trex files into portal 2 RTX?
@rough ginkgo
that should work
hope the base mod gets updated at some point, ik xorxor is quite busy with GTA IV tho
well it worked, but I thought the GTA IV mod was updated enough to have the legacy emissives option, but I dont see it
its still a pull request for base remix
its got RTX particles though, I thought particles and legacy emissives were in the same update
sadly not
Thats unfortunate, I planned to use it a bunch
nv hasnt responded to that PR since it was posted, no idea when it will be merged into main remix
its been about half a year lol
Hi! i followed the instructions about adding the GTA .trex and d3d9.dll in the portal 2 rtx build and I'm worried i might have done it wrong somehow, the videos are still messed up for me, also some particles like the confetti for example aren't working now, do you know how to fix this? i would really appreciate your input. Great Mod btw!
well the videos are just apart of Digital additons 1.4
and the confetti and some particles would need some more of the fixes the base portal 2 runtime provides cuz the gta runtime wasn't made for portal 2 sooo some stuff is still broken
so i would still use the runtime provided by the portal 2 compat mod cuz it was made for portal 2
Oh ok, thank you for the quick reply!
How? Did you edit the bik in a certain way?
even when the mod is disabled (using the toggle.bat file) some stuff is still messed up when playing, e.g. portals arent see through anymore, they always look inactive even if you can walk through them, and some areas just fully break like when you look at the skybox out of bounds
this is mostly seen when going through doors i believe
at the very leastin the perpetual testing initiative chambers
does this regardless of whether i run it from the .bat or from steam
A Remix replacement with a big sprite sheet containing the entire video (has to be sped up to 250 frames to prevent a looping issue) also vram seems fine for 12gb
oof .. well I was planning to add proper bik support to the remix fork once I update it (so that no replacement is needed)
that'd actually be great ty
what stuff do u have planned for portal 2 rtx?
one thing that i will say that might be nice in the future is support for custom testing tracks like the ones in the communitoy chambers
they work ofc but it has HEAVY fps drops
normally can run portal 2 rtx on like 60fps or more, went straight down to 20
New runtime update?
NEE seems to be broken (even on a stock runtime)
Would be nice if someone else could confirm that .. and maybe test some older builds to figure out which commit causes that
@wheat geode
I fixed the emissive surface flickering but that requires emissive surfaces to be tagged as worldui (just like before). Doing that, they produce quite noisy light.
NEE does not seem to like surface batching at all .. @rough ginkgo did you ever come across something like that on gmod? #1289195427119501424 message
I don't believe so but I will check as soon as i can
I've pushed version 2.2 which:
- updates the remix runtime to the latest version and includes the portal 2 specific tweaks
- Refactored some of the codebase and got rid of dxwrapper - replaced with ultimative asiloader which should result in less issues for people
- Added bik support as seen in the video above
- Added an installer to help with installation of the comp mod (it can also download and extract the remix mod)
@rough ginkgo we updating the Steam build after so long
Wait does this have the XeSS changes?
Actually what runtime is this based off? Newer might break our RDNA 2 compatibility
ToT
since xoxor4d said ToT yes it has XeSS
its the lastest changes as of now
I had to remove the add / remove texture hash feature tho
why?
Fuck 
I didnt want to waste time on that with the new layer system that was introduced. Seemed like too much of a headache and I dont think its thaaaaat useful
ah gotcha
ngl it was really useful for auto-tagging stuff in gmod for workshop maps, but yeah i can see why it wouldnt do much for P2
rip RDNA2 / SD
RDNA 4 also sees some performance regressions on the latest master but now that there are 100 commits between my fork and that, bisecting will take forever
If it breaks RDNA 2
Iāll talk with AMD about it

Means our Intel users will also suffer if thereās performance regression
@rough ginkgo you think if we implement Variable Rate Shading
It could help some lower end cards?
i mean would it really help performance that much?
ik it has its uses in rasterized games but im not sure how that fits with pathtraced stuff
DOOM The Dark Ages has an implementation which has Pathtracing
I could try it there
It shouldnāt be hard to implement
It seems to be extensions like Anti-Lag is
Which reminds me I need to finish Anti-Lag and open the pull request
lmk when u push a new build, would like to test it
Iāll try to get latency stats connected so we can actually see how itās doing
I donāt think latency stats is Reflex dependent
It seems connected to the OS
yeah and it has zero effect on performance, like every other implementation
@rough ginkgo tested VRS with Pathtracing
It boost FPS by a little bit but not a lot
why does this happen only when i walk up to this wall
latest release or are you on an older version
latest
latest runtime is causing these issues .. still investigating that
where is your game installed? (the path)
It is working through manual mode, it is installed in default steam directly
I located the correct portal2.exe
Under ProgramFiles ?
C:\Users\myUser\scoop\apps\steam\current\steamapps\common\Portal 2
oh yeah i am using scoop
does anyone notice random crashing in the mod?
it'd stutter once in a while before it just like
crashes
hmmmmmmm
@naive edge is shader execution reordering not in the mod?
uh?
never seen that option before
optimization for 40/50 series gpus
for me it improves performance by 10 fps
what card do u use?
I guess rtx.isShaderExecutionReorderingSupported is set to false in the rtx.conf that ships with the comp mod ..
and the initial rtx.conf I've used was made when I had a 3080 so makes sense that its off - I do have a 5090 now
Ya no wonder it was nearly reaching 50ms at 1440p while portal rtx runs it at 39ms
Thx for telling me that exists Iāll change it next time I play
Thanks for letting me know that this is a thing - will surely help in gta iv š
iirc my 2080 also had access to SER?
or rather it was exposed as a setting for me
Ik for a lot of people 10 extra fps isnāt a lot but it helps a lot with frame generation, extra fake frames + lower latency
I think it was like 60 fps to 72 fps
No reordering though
So you donāt see a performance gain
20/30 series just support accepting the code
ah
yeah my understanding is that SER just tells the GPU to execute that function, and if the hardware doesn't support it, I expect the shader compiler will just discard the command
Apparently the game doesnāt need to be published to mess with the workshop :p
have u been able to implement MCPG into ur mod?
I havenāt even updated the runtime yet to Xoxorās latest
hope mcpg isn't abandoned
a 5090? that's a huge upgrade my god
maybe is not the better place to ask.. but wich cpu you have with that monster?
i recently got an 5070ti from 3080 and runs flaweslly path tracing
9800x3d 
What is mcpg?
so no bottlenecks
wild setup
one of my dreams...is run battlefield v with a 9850X3D at 1080p low settings and have almost 500-400 fps in a multiplayer match
@nocturne elbow mcpg is markov chain path guiding, a method for indirect lighting like restir or nrc
gives better performance than importance sampled (the lowest quality method)
and is overall a massive step towards remix working better on other gpu vendors and older cards, which has been the main drawback of remix
mcpg is gonna take longer, I started working on some other optimizations in the mean time, which you can see the first completed implementation in #general-remix
Oooooh
THAT'S VERY GOOD
I would either have to get his permission or have him join the team which is more preferable
@buoyant venture he allows full permission of the models to be used in other projects with credit
Defo not working, installed via "Installer.exe"
Did you use 'run-p2-rtx.bat' to open the game?
Yes, then I put the bat's commands in the Portal 2 parameters line, and it ran like that
You need the .bat specifically to run the game
I find putting the commands through steam does not work
It needs to be the .bat
@naive edge is there any reason the RTX mod needs the .bat specifically, I checked it but itās just commands but the mod wonāt work without it even if the commands are in Steam or in my case as well, Steamworks
Probably asiloader and winmm blocking
I have an issue where most fizzlers in old aperture just dont render at all
Fizzlers in general have a lot of wierd behavior, but this one is really bugging me and im not sure how to fix it
Im not sure why its so inconsistent though, its only in old Aperture and its only most fizzlers
hi guys
https://www.moddb.com/mods/digital-additions/downloads/digital-additions-14
Finally published 1.4 you can take a look at the update log
I really wanna ask if i can borrow the gel textures for my own pack lmao
How did you make the moon sequence look not terrible?
Damn, you actually got the fizzlers working in old aperture, i cant figure that out
sure all i really did was take a built in normal map and scaled it down many times (0.10 for the roughness and 0.05 for the normal map)
for the moon seq idk I just did? used free textures from #1211706192510844999 message
also attached a light to wheatly's eye to make it bloom more
Im a little sad gel covered cubes still dont work
ngl i might be able to fix that now that i look into it
That and portal gun lights are like the two big things i have no idea how to even begin trying to solve
Id kill to get the portal gun properly lit up in full rtx, for now i just slapped a blue emissive texture on top and called it a day but its just not the same
possible... anyway gonna go to sleep
The real Portal 2 with RTX
ok so im having an issue with the game crashing after i start it its the exacy same as what this guy has https://github.com/xoxor4d/p2-rtx/issues/234 i want bother to restate what he said but i have the exact same logs does anyone know how to fix this?
try update you're GPU drivers (fixed it for somebody)
Hey, Great Mod! I was wondering if there was a way to fix the lasers? (not the turret laser, ) for some reason, they look odd.
(I didn't make the video)
https://www.youtube.com/watch?v=NHi2MRQv90o
Download 'Digital Additions' created by @TheGamingbro13 for the Portal 2 with RTX Remix compatibilty mod here: https://www.moddb.com/mods/digital-additions
This video was recorded at 3840x2160 using the following settings:
- 'Ultra' graphics preset.
- DLSS: Performance (1920x1080 internal resolution).
- Ray Reconstruction: Enabled - T...
?
ah i read it wrong... what do they look like now?
Currently itās just a red line so I do plan to improve it
now that i look at the images on the moddb page, exactly like this.
Not sure if anyone else has ran into this issue but glass_window_refract.png appears to be corrupt.
⨠![ Renderer ] Failed to load C:\Program Files (x86)\Steam\steamapps\common\Portal 2\portal2-rtx\textures\glass_window_refract.pngā©
Was able to work around the error (which freezes the game) by reusing the observ window png to be in place of the refract window png.
Did that yesterday didn't work
it shouldn't freeze you're game...
does the testchamber lights still work? like warm cool and white
with that?
I had to change it so that the compat mod would fail to load it and in turn have a source mod fix the lights and that gives me full control over warm and cool and white lights to be added
oh well what gpu do you have?
right now gearing up for 1.4.1 a update that will bring colored paint to cubes and turrets
and bug fixes so not really if you dont like the red line or wait until I get to it
I believe so yeah. Iāll have to go back and test. It was freezing going down a specific elevator the famous way Source engine does (looping short audio interval).
I can go back and let you know which test chamber it was, it seemed it was failing to load the next one before the loading screen even pops up. And then also see if the lights are fine or not with the workaround I placed
The only visual issues I saw with the lights doesnāt seem related to what your describing.
One being the Rattman room in the test chamber where trash hurdles towards you in a series of ariel faith plates has lamps with a light glare texture that seems out of place
And, in the test chamber where Wheatley helps you escape from, the test chamber lights are supposed to go out but never do lol.
But like I said I donāt think those are related to what youāre referring to but they may be worth mentioning for future mod development š
so it does look like these
"https://www.moddb.com/mods/digital-additions/images/colored-lights#imagebox" when using or not using the observ window.png to be in place of the refract window.png
also that freezing while going down the elevator seems to be the compat mod acting up
I know I seen the lights like that but I canāt give a confidence yes that I saw them after applying the workaround. Is that a particular test chamber I can test?
I can just go back and test the chambers that those would appear on when Iām able to get on my PC
the map used was triple laser but if you could see them after the workaround to not get that error i might be able to remove that thing then
I'm not seeing the cool/warm lighting difference anywhere in the map. Given this one was what you were referring to?
Well, even with my 'workaround' in place, it seems the game is still not quite stable with the RTX mods. Seems to be quite susceptible to freezing just before loading screens in the elevator. The error loading that file may have been a false positive to the freezing.
I think I was just unlucky that it froze 2 times in a row down the same elevator
I'm going to reverse the change I made and test from then on
Yeah, now it looks as the mod is intended
And the console window doesn't look any different from when the game isn't frozen. So that's completely my fault for believing that was the cause of the freezing.
Now, on the other hand, I am experiencing consistent crashing on the first "The Fall" map. Traversing through the map there's a certain point where the game crashes every time.
and here's the .dmp if you are able to work with it
Also beautiful, beautiful work on all this. I feel bad for not saying that first before dumping everything else on here š
I was stumbling around trying to make a texture/mod pack for some of my friends to play
But after seeing how good Digitals pack is after the recent update i think im just gonna have them download that and just make a small modpack for them to throw on top
It just looks so good, i couldnt one up it if i tried lmao
oh that seemed to happen on a settings change...
ngl I cant read anything except one thing
why is it dividing by zero lol
my mod seem's to make it happen more due to ig the size?
Oh I think this is partially my doing...
dont know why remix would divide by zero if you set the max dust particles to zero
The crashing upon the level changing still seems like its the compat mod fault tho
I think...
Can you set the max to -1 to circumvent that?
i just made it disable dust (the setting) overall instead of 0 particles max
just released a hotfix that fixes the gel visual of cubes and turrets
and also Fixes a divide by zero crash
and also slightly improved the ending of the base game
https://www.moddb.com/mods/digital-additions/downloads/digital-additions-141
Awesome! does this also fix the lasers? I'm currently downloading the mod so i haven't gotten a chance to check yet.
How, of all these years playing portal 2, did I never realize the circuits of the Frankenturrets get fried when GlaDOS say the paradox line lmao
It took an RTX mod for me to find out
I'll have to test the early game chambers again but from The Fall to the end of the game, I experienced no freezing before loading screens on the 1.4.1 update like I did previously
In theory the game should be fully completable with the Digital Additions mod now, albeit some visuals still need buffed out, but still impressed by all the work done on it!
How did you fix gel on props?
I think the only thing left that really needs to be reimplemented at this point is the lights on the portal gun
Idk the first thing about modding source games, but would it be hypothetically possible to create a mod that causes the portal gun to swap between two identical models when firing that can each be given a separate emissive texture in remix?
Then again it might just be simpler to try getting the default lights to actually show up, idk
The light effect is there and working but itās behind the gun because remix brings the actual viewmodel closer to the screen while simultaneously shrinking it. This is to prevent it from clipping into walls. If you set viewmodelscale to 1, they should be visible (if you set some graphic option to high)
Did not get the effect to be considered viewmodel so never got it to scale with the gun. Other means to offset the effect always resulted in it moving independently with the gun
The graphic option is shader detail afaik
which last i checked is locked at low by the mod
when i tried forcing it to high the game just crashed
The props used a detail texture to apply the paint - use a new base texture with the paint already applied
I think Itās possible⦠I managed to move them I just need like the best values to offset and hope they arenāt lagging behind like I think they are
Erm so I may or may not have forgot about that
I can send you a fixed one soon tho since thereās a 2-3 cooldown on uploading the files
Oh ok lol, thank you!
this should fix it
put this into the rtx-remix then mods then the digital folder and replace the file
So, i wanna try messing around with the portal colors, but i found that messing with the sprite sheet colors causes the inside of the portal to just become black
Is there any way to make that not happen?
specifically, i was trying to make the blue portal a bit darker
after replacing the original file with this one, i ran into this issue. ngl, its kinda cool lol, but i was wondering if there was a way to fix this?
eh the mod shouldn't be able to do that since i just modified the laser
in you're alt + x menu scroll down to Player model click it and make sure "show in primary space" is disabled
gotcha, does that also bring back the portal gun model?
it should
That fixed it, Thank you. Great mod!
thanks!
For some reason, the portal gun has a vertex explosion issue in community chambers, and only in community chambers
Im surprised you can actually run community chambers lol. I wouldnāt think to try because some levels will have assets outside of the Portal 2 game and just make things look off
I tried doing Co-Op but the game just doesnāt let me do it, canāt remember what the behavior is (whether it errorād or crashed). But I imagine the mod hasnāt reached any Co-Op related assets yet
Outside a few goo pits not being set as transparent and some lights not working its been fine for the most part
Although any chambers using the beemod portal 1 style just look awful
Yeah, I imagine so lol
It surprised me seeing Garryās Mod have an RTX Remix in the works for the same reason
Im probably gonna go in and start making emissive textures for all the beemod stuff at some point
Thatād be dopeš
Im not really sure why the gun blows up there and not in story mode though
Pretty sure it's because the mod can't support more than 2 portals so co-op is a no go
Probably has something to do with how the gun in first person works. Itās actually not in the space with you but projected onto the screen from outside of test chambers
Since community chambers are not pre-planned on where to put the portal gun projection, they probably have a different way of choosing where to put the portal gun.. and the mod doesnāt expect it that way and freaks out a bit
Not sure why itās a visual glitch like that, but thatād be my guess on why the portal gun doesnāt work the way it does on story maps
@naive edge when making p2 rtx was special engine/api level optimizations did you make that dont appear in normal remix
things like culling
Any updates on this?
not really might continue soon tho
damn
Maybe my first suggestion might actually be an easier solution lmao
Is it possible to make a mod that swaps the gun between two different textures when firing?
that might not be too bad actually lol
if a source pro was here they would be yelling at me how to move a simple particle lol
Hmm wait then again if i recompile the portalgun it just says a checksum error so I dunno
I wish there was a more dedicated portal modding community
Even if you do get that method working, im still gonna end up giving myself an aneurysm trying to get it to work with the portal gun mod im already using lol
r/Portal
Most of r/portal is people posting about how they saw a blue and orange coffee mug at work the other day
Lmao
I use it to post applications/teasers
- More than 1 portal pair (3 pairs are supported in p2)
- various anti culling tweaks such as anti culling around the player and anti culling from the outgoing portal sides perspective
- per drawcall tweaks to allow automatic tagging and hash overrides to be able to create overwrites for things like the gel texture
- various vertex buffer adjustments to effects, gel etc
A lot of other things I canāt recall from
The top of my head (Iām currently on a cruise ship š )
Do you remember adding performance increasing changes that arenāt present in other source remiz projects like hl2 or portal
Well .. there is still culling so that might improve things in certain areas
Otherwise .. not really
mainly asking cause i remember seeing how in hl2 rtx the entire map is rendered compared to ur project where i think it has the ability to cull certain locations
ya that
look here
@buoyant venture what application did u use?
Radeon RayTracing Analyzer
https://gpuopen.com/radeon-raytracing-analyzer/
Need a AMD GPU to capture scenes
Though you can view captures on a NVIDIA GPU
I have used it for Portal 2 RTX before
@buoyant venture Should I disable the RTX Neural Radiance Cache? Also what error log should i look for? I was playing a minuted millions and it happen to freeze when entering into room (the map has portals that teleport you to WILDLY different areas. I'm shocked it worked as well as it did tbh. I'd send screenshots but I hella dont know where they went lol
I got a random remix crash while playing a community map. Crash occured during Into The Multiverse Part 4 (yeah part 4 I got really far lol)
New DA update!!!
Just like more support for community maps/support for more custom light sources
and turns out I was not done with the base game as I improved the lighting in the finale maps
https://www.moddb.com/mods/digital-additions/downloads/digital-additons-142
@winged isle
Might be doing it wrong (probably am as it seem like its connected to the wrong bone)
(not included into 1.4.2)
lmao that looks so bizarre
Amazing work
@buoyant venture
With RTX Remix, modders can craft tens of thousands of path-traced particles, each accurately casting shadows and being reflected in the world.
Learn more: https://www.nvidia.com/en-us/geforce/news/rtx-remix-advanced-particle-vfx
Get started with the RTX Remix Setup Guide:
https://docs.omniverse.nvidia.com/kit/docs/rtx_remix/latest/docs/intr...
Could it be this one?
That or NVIDIA is cooking something
where is this being forwarded from?
Patched portal2.exe?
Does that mean we can just use the .exe now? š
gah damn 1.4k?
gta4 
everytime i run the game, it just says "Steam is not running, you must install steam to play the game" despite having steam open
i installed the latest patch, uninstalled and reinstalled the game, tried running with it enabled and disabled but nothing works
Launching Portal 2 RTX Remix Compatiblity Mod Version [2.3.0]
Compiled On : Mar 14 2026 20:38:52
https://github.com/xoxor4d/p2-rtx
[ GameSettings ] Module initialized.
CDynamicFunction: Loading library 'Kernel32.dll' (74F80000)
CDynamicFunction: Lookup of 'TryEnterCriticalSection' in 'Kernel32.dll': 77195B80
[ Main ] Using portal2.exe with p2-rtx imports
[ Main ] Path to exe: 'C:\Program Files (x86)\Steam\steamapps\common\Portal 2\portal2.exe'
[ Main ] Waiting for window with classname containing 'Valve001'...
[ Main ] |> HWND: 0x15009C, PID: 16360, Class: ConsoleWindowClass, Visible: 1
Using shader api: shaderapidx9
Using breakpad crash handler
CSoundEmitterSystemBase::BaseInit: Manifest 'scripts/game_sounds_manifest.txt' with bogus file type 'new_sound_scripts_must_go_below_here', expecting 'declare_file' or 'precache_file'
Convar r_flashlightscissor has conflicting FCVAR_CHEAT flags (child: no FCVAR_CHEAT, parent: has FCVAR_CHEAT, parent wins)
[ Main ] |> HWND: 0x160946, PID: 16360, Class: Valve001, Visible: 1
CClientSteamContext logged on = 0
Convar building_cubemaps has conflicting FCVAR_CHEAT flags (child: has FCVAR_CHEAT, parent: no FCVAR_CHEAT, parent wins)
Game.dll loaded for "Half-Life 2"
[ RemixApi ] Initialized RemixApi
[ Interfaces ] Module initialized.
[ ImGui ] Module initialized.
[ GameSettings ] Module initialized.
[ ChoreoEvents ] Module initialized.
[ SoundEvents ] Module initialized.
[ RemixVars ] Module initialized.
[ RemixRayportal ] Module initialized.
[ RemixLights ] Module initialized.
[ MapSettings ] Module initialized.
[ ModelRenderer ] Loading CompMod Textures ...
[ ModelRender ] Module initialized.
[ MainModule ] Module initialized.
this is the log from when it happened
i can get into the very first screen but the second the main menu loads it instantly closes
@naive edge any ideas on why its doing that?
did you try copying the launch args from the bat and put them into steam?
the read me file told me to clear any that i had there
yeah but its fine if you copy things from the batch into there
-insecure -steam -novid -disable_d3d9_hacks -limitvsconst -softparticlesdefaultoff -disallowhwmorph -no_compressed_verts -nogamepadui +mat_phong 1
ahh okay
nope, same as before
Launching Portal 2 RTX Remix Compatiblity Mod Version [2.3.0]
Compiled On : Mar 14 2026 20:38:52
https://github.com/xoxor4d/p2-rtx
[ GameSettings ] Module initialized.
CDynamicFunction: Loading library 'Kernel32.dll' (74F80000)
CDynamicFunction: Lookup of 'TryEnterCriticalSection' in 'Kernel32.dll': 77195B80
[ Main ] Using portal2.exe with p2-rtx imports
[ Main ] Path to exe: 'C:\Program Files (x86)\Steam\steamapps\common\Portal 2\portal2.exe'
[ Main ] Waiting for window with classname containing 'Valve001'...
[ Main ] |> HWND: 0x2300A2, PID: 31240, Class: ConsoleWindowClass, Visible: 1
Using shader api: shaderapidx9
Using breakpad crash handler
CSoundEmitterSystemBase::BaseInit: Manifest 'scripts/game_sounds_manifest.txt' with bogus file type 'new_sound_scripts_must_go_below_here', expecting 'declare_file' or 'precache_file'
Convar r_flashlightscissor has conflicting FCVAR_CHEAT flags (child: no FCVAR_CHEAT, parent: has FCVAR_CHEAT, parent wins)
[ Main ] |> HWND: 0x80A62, PID: 31240, Class: Valve001, Visible: 1
CClientSteamContext logged on = 0
Convar building_cubemaps has conflicting FCVAR_CHEAT flags (child: has FCVAR_CHEAT, parent: no FCVAR_CHEAT, parent wins)
Game.dll loaded for "Half-Life 2"
[ RemixApi ] Initialized RemixApi
[ Interfaces ] Module initialized.
[ ImGui ] Module initialized.
[ GameSettings ] Module initialized.
[ ChoreoEvents ] Module initialized.
[ SoundEvents ] Module initialized.
[ RemixVars ] Module initialized.
[ RemixRayportal ] Module initialized.
[ RemixLights ] Module initialized.
[ MapSettings ] Module initialized.
[ ModelRenderer ] Loading CompMod Textures ...
[ ModelRender ] Module initialized.
[ MainModule ] Module initialized.
I noticed a small problem with the latest version of the mod, I wanted to know if it comes from the compatibility mod or the RTX mod
Before, the light was good, but now, everything stays on
And since the problem appeared after updating the compatibility mod, I guess it could be caused by that
it didnt work š I may have to clear my cloud data on the game just to get it running
i havent been able to fix it so im just gonna have to delete my cloud save of the game
rip
I hope you know you can back those up š
im gonna have to figure it out š my cloud save has the mod data installed on it so I cant load it
I already tried
still doesnt work š i disconnected it from my cloud saves and did a fresh install
my portal 2 is cooked
i was never able to fix it :( any help?
the main github page has uninstall instructions
where? i cant seem to find it :(
i would much prefer to actually get it working properly rather than it being fully gone but i genuinely can't seem to figure it out š
yeah i did that to no effect
i meant either fully remove it from the game files or get it to actually load on startup, whenever i play the gmae it just crashes and says you need to be running steam in order to play
(even though it very much is running)
setting these cvars should be enough or what issue are you running into?
literally the second i open the game in any way it crashes instantly and says "steam is not running. you need steam in order to play"
Launching Portal 2 RTX Remix Compatiblity Mod Version [2.3.0]
Compiled On : Mar 14 2026 20:38:52
https://github.com/xoxor4d/p2-rtx
[ GameSettings ] Module initialized.
CDynamicFunction: Loading library 'Kernel32.dll' (74A90000)
CDynamicFunction: Lookup of 'TryEnterCriticalSection' in 'Kernel32.dll': 76F85BB0
[ Main ] Using portal2.exe with p2-rtx imports
[ Main ] Path to exe: 'C:\Program Files (x86)\Steam\steamapps\common\Portal 2\portal2.exe'
[ Main ] Waiting for window with classname containing 'Valve001'...
[ Main ] |> HWND: 0x2805E8, PID: 8572, Class: ConsoleWindowClass, Visible: 1
Using shader api: shaderapidx9
Using breakpad crash handler
CSoundEmitterSystemBase::BaseInit: Manifest 'scripts/game_sounds_manifest.txt' with bogus file type 'new_sound_scripts_must_go_below_here', expecting 'declare_file' or 'precache_file'
Convar r_flashlightscissor has conflicting FCVAR_CHEAT flags (child: no FCVAR_CHEAT, parent: has FCVAR_CHEAT, parent wins)
[ Main ] |> HWND: 0x1108C8, PID: 8572, Class: Valve001, Visible: 1
CClientSteamContext logged on = 0
Convar building_cubemaps has conflicting FCVAR_CHEAT flags (child: has FCVAR_CHEAT, parent: no FCVAR_CHEAT, parent wins)
Game.dll loaded for "Half-Life 2"
[ RemixApi ] Initialized RemixApi
[ Interfaces ] Module initialized.
[ ImGui ] Module initialized.
[ GameSettings ] Module initialized.
[ ChoreoEvents ] Module initialized.
[ SoundEvents ] Module initialized.
[ RemixVars ] Module initialized.
[ RemixRayportal ] Module initialized.
[ RemixLights ] Module initialized.
[ MapSettings ] Module initialized.
[ ModelRenderer ] Loading CompMod Textures ...
[ ModelRender ] Module initialized.
[ MainModule ] Module initialized.
Looking up breakpad interfaces from steamclient
Calling BreakpadMiniDumpSystemInit
theres the log
from the command prompt
this was an issue on the old version and the new version as i updated to the new one to try to fix it
it might be the old files still being in the game files which is why i tried to a fresh install but i do not know š
Uh what are you trying to do? I thought you wanted to uninstall?
either get it running properly or fully uninstall it so i can at LEAST play the game normally
i wanted to uninstall it because its unplayable currently
so its just get it working SOMEHOW
Follow the main page uninstall instructions then
i did, it didnt do anything
if you mean the thing to toggle it off
i did this
still didnt open
Probably because your game is installed under program files and the batch does not have permissions to rename files
So you have to remove the asi file manually
p2-rtx.dll
ah alr
so not .asi
(i know nothing about this stuff lol)
and i just straight up delete that file?
what about the rest?
But youāll need the original exe for that to work
uhh of what?
portal 2 itself?
which files do i manually remove
Why not just uninstall the game and then clear all files in that folder. Then reinstall
@boreal hazel idk if itāll help, but I see thereās a little shield next to the exe - maybe itās a permissions issue blocking rtx launch?
it gives me a popup asking for permissions and i do give it said permissions but still doesnt wanna open
okay, update: now it doesnt crash immediately but the second it gets past the copyright screens it crashes (the second it starts loading)
it didnt let me delete them so i just moved them all to another fresh folder š hopefully that works
did the fresh install and it still crashes at the loading screen and still asks for permissions somehow
yeah i got nothing
@buoyant venture what changes/additions have you made to your version of xoxor's mod for your project?
The only thing merged has been FSR 3.1
I wanna rebase it though because our testers reported a performance boost on RDNA 2
As for upcoming features: things like ReSTIR-FG, NRD SH, etc
Only mentioning what Iāve worked on because I donāt want to push pressure on anyone else by saying their features as confirmed
what improvements does restir fg involve in the paper beyond just caustics
Resolves better GI detail in general from what I remember
Itās also better than ReSTIR-PT
does it still involve the heavy temporal issues of restir gi?
What issues were there?
I wouldnāt know, lol
I havenāt tested it like that
restir gi doesn't handle changing lights well
If you wanna try, thereās some early code up before I handed it off
https://github.com/NightSightProductions/RTX-Remix-Artemis-Edition/tree/ReStir-FG