With ToGL it currently detects both screens of my setup as one and stretches everything weirdly. This was easily fixable in Portal 2 by adding the -vulkan flag, to run it in Vulkan. However, that doesn't work on Portal Reloaded. Someone on ProtonDB has gotten it to work by replacing a certain library in Portal Reloaded with one from Portal 2. This didn't work either. What can I do to make it run with Vulkan? (I'm using an NVIDIA GPU, if that helps.)
#Run Portal Reloaded with Vulkan
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i can just fine launch with -vulkan and it uses dxvk
"just fine" - theres some problems with source 1 games and nvidia and wayland that i need to tweak
i need to delete bin/libtcmalloc_minimal.so.4 and override to use x11 (SDL_VIDEODRIVER=x11) to be able to play
nvidia, btw
The Windows or Linux version?
Have you also copied another library from Portal 2 into the bin directory of Portal Reloaded?
linux
it uses dxvk-native, source engine doesnt have a native vulkan backend
no but i guess or steam already provides or you need to install one in yout system
Oh. That's interesting. Didn't know that. But Portal 2 is still based on the source engine?
yes
I'll try the modifications you have made. Removing that one library and applying that override.
if you're already on a x11 session you dont need the override btw
Why isn't it working then? I have tried removing that library and adding the Vulkan flag. That's weird.
the game starts or just launch and close? maybe trying to start the steam via terminal to see the logs
It launches with a black screen and instantly quits. I tried running steam with logs, but they didn't seem that useful. I'll look at it further tomorrow.
Just am additional question: Do you think I can use vkBasalt to use a Reshade Ray tracing shader for Portal 2 on that mod?
hmmmmmm, idk, i remember someone talking about vkbasalt and using rtgi and apparently you need to both pacth vkbasalt and rtgi but im not sure and i cant test it
well, if you prefer i believe you can always just switch to proton to use the windows version and then install reshade to try that
Not sure whether that'd be that great.
why?
Performance might suffer. Generally, I don't think the switch would work that smoothly at all. The current save files would possibly not transfer to the Windows version.
performance is gonna have the overhead of the translations but portal is a very light game, i tried switching and the saves and configurations works fine although i know that switching for some games somethings maybe dont sync
im just saying that reshade must be easier because vkbasalt probably is dead as a project the patch for rtgi to work with vkbsalt may not work because rtgi receives updates
but also probably works as for the author of the patches
Is there a newer alternative to vkBasalt on Linux?
not that i am aware
@sweet trail
That's the error I'm getting when just removing libtcmalloc_minimal.so.4 and adding the -vulkan flag:
pid 10552 != 10551, skipping destruction (fork without exec?)
ERROR: ld.so: object '/home/alpha-craft/.local/share/Steam/ubuntu12_32/gameoverlayrenderer.so' from LD_PRELOAD cannot be preloaded (wrong ELF class: ELFCLASS32): ignored.
ERROR: ld.so: object '/home/alpha-craft/.local/share/Steam/ubuntu12_64/gameoverlayrenderer.so' from LD_PRELOAD cannot be preloaded (wrong ELF class: ELFCLASS64): ignored.
/home/alpha-craft/.local/share/Steam/steamapps/common/Portal Reloaded/portal2_linux: error while loading shared libraries: libtcmalloc_minimal.so.4: wrong ELF class: ELFCLASS64
Uploaded AppInterfaceStats to Steam
ok, so you use fedora?
Yes.
install gperftools-libs.i686
I had the other one with x86_64 installed.
need to be the 32 bit library because the game is 32bit
Weird. I thought it was 64 bit. Thank you! It works now.
How have you found that solution?
nice
its basically the most major issues that affects all source games
although it shouldnt affect nvidia exactly... but at the same time is just a bunch of issues, from valve side, from nvidia side that piles up and i dont understand very well but works
Okay.
The game is pretty laggy atm. Is that, because it's still compiling shaders in the background?
if you try another source game i recommend doing the same thing
maybe? idk
just a tip, u can use DXVK_HUD=compiler to see a message if its compiling shaders and the progress, only when using dxvk