Releases: xoxor4d/p2-rtx
Fixes and Improvements
Installation:
1. Compatibility Mod
- Download
p2-rtx_2.1_release.zip - Copy All contents WITHIN the
p2-rtxfolder Into your Portal 2 root folder (see this)
If something is not working, download the latest version of dxwrapper and extract the dxwrapper.asi into your games bin folder (next to winmm.dll). See issue #209
2. Base Remix Mod
- Download the
base remix-mod- repo: (https://github.com/xoxor4d/p2-rtx-base-mod) - Extract and place the
modsfolder into thertx-remixfolder found in the Portal 2 root folder
(create thertx-remixfolder if it does not exist) (see this)
Only maps up until Act 2 (catapult intro) are touched up. Other maps might look weird / dark. That also includes water surfaces.
Folder Structure
.
├─ ...
├─ 📁 steamapps
│ └─📁 common
│ └─📁 Portal 2
│ ├── 📜 run-p2-rtx.bat
│ ├── 📜 portal2.exe
│ ├── 📜 toggle-p2-rtx.bat
│ ├── 📜 ...
│ │
│ ├── 📁 portal2_dlc2
│ ├── 📁 portal2_dlc3
│ ├── 📁 ...
│ └── 📁 rtx-remix
│ └─📁 mods
│ └─📁 portal2rtx
│ ├── 📜 _compatibility.usda
│ ├── 📜 _highquality.usda
│ └── ...
└── ...
Followed by:
- Start the game by executing
run-p2-rtx.bat - The window title should change to Portal 2 - RTX - followed by the GitHub commit number if successful
- Please look at the link below if you are having issues
Tip
Check the Troubleshooting section in the Readme if encounter startup issues, sound issues etc.
Check out the readme and the wiki
Version Changelog
Full Changelog: 2.0...2.1
General Fixes, Changes & Improvements:
- Fixes invisible un-gel-able surface on crazybox #164 and #172
- Ropes are now rendered via fixed function fixing vertex imprecision
- Removed a broken, incomplete marker mesh from the map_settings file causing a crash on sp_a4_finale2
- The compatibility mod is now searching for the window class name instead of the window title on init
- Added the
-debugcommandline argument to spawn an external console on init - The game now automatically assigns the player body texture categories to all relevant meshes which fixes #62 #72 #89 and #134
- Player backwards offset logic was ported from remix directly to the game which fixes the "smear" issue when using the remix-sided logic (unstable hash -> teleport with history -> motion blur going crazy)
MapSettings
- Lights will now rotate with the prop they are attached to
- Lights can now be attached to bones of the prop. Additional translation and rotation offsets are supported
- Light edit mode can now be exited without needing to reload the map. Reloading map_settings is sufficient
- The same remix option variable can now be added for interpolation as long as it does not interfere with the ongoing interpolation - eg. if the new one has a delay that is larger then the left-over interpolation time of the current one. If the new variable interferes, the current one will be updated
- Cleaned up description and comments of all categories
GameSettings
- Added
player_backwards_offsetwhich does the same as remix' logic but directly within the game getting around the "smear" issue when using the remix-sided logic - Renamed
emancipationgrill_emissive_proxytoemancipationgrill_emissive_proxyso it's disabled for everyone by default - Added
use_hardcoded_wheatly_flashlight_bts3which will make the game use the old, hardcoded way of attaching a remix light to wheatly on bts3. Off because it's deprecated and now done via the new light attach to bone system - Fixed description of
use_brushfastpath
✳️ Info:
- Current releases ship with a custom build of the remix-dxvk runtime and bridge-remix including necessary changes for Portal 2
- Some engine tweaks required to make the game compatible with RTX Remix result in CPU bottlenecks on some maps (software skinning instead of HW skinning). This may or may not improve in future updates.
- There are clever ways to optimize many aspects of this game but that takes time and lots of effort.
Remix 1.0 Update
Installation:
0. Previous versions
Skip this and proceed with step 1 if you install the compatibility mod for the first time.
- Go into
...\steamapps\common\Portal 2\portal2-rtx\and removegame_settings.toml - Go into
...\steamapps\common\Portal 2\bin\and remove the.trexfolder - Remove the
p2-rtx-launcher.exeorcomp-rtx-launcher.exefrom...\steamapps\common\Portal 2\
1. Compatibility Mod
- Download
p2-rtx_2.0_release.zip - Copy All contents WITHIN the
p2-rtxfolder Into your Portal 2 root folder (see this)
2. Base Remix Mod
- Download the
base remix-mod- repo: (https://github.com/xoxor4d/p2-rtx-base-mod) - Extract and place the
modsfolder into thertx-remixfolder found in the Portal 2 root folder
(create thertx-remixfolder if it does not exist) (see this)
Only maps up until Act 2 (catapult intro) are touched up. Other maps might look weird / dark. That also includes water surfaces.
Folder Structure
.
├─ ...
├─ 📁 steamapps
│ └─📁 common
│ └─📁 Portal 2
│ ├── 📜 run-p2-rtx.bat
│ ├── 📜 portal2.exe
│ ├── 📜 toggle-p2-rtx.bat
│ ├── 📜 ...
│ │
│ ├── 📁 portal2_dlc2
│ ├── 📁 portal2_dlc3
│ ├── 📁 ...
│ └── 📁 rtx-remix
│ └─📁 mods
│ └─📁 portal2rtx
│ ├── 📜 _compatibility.usda
│ ├── 📜 _highquality.usda
│ └── ...
└── ...
Followed by:
- Start the game by executing
run-p2-rtx.bat(start as admin if game is installed underProgram Files) - The window title should change to Portal 2 - RTX - followed by the GitHub commit number if successful
Tip
Check the Troubleshooting section in the Readme if encounter issues
Check out the readme and the wiki
Version Changelog
Full Changelog: 1.5.1...2.0
General Changes & Improvements:
- Removal of launcher because of false-positives
- Replaced with dxwrapper
- Added
toggle-p2-rtx.batto disable/enable the mod - Update remix runtime to the latest version
- dlss4 (transformer), proper volumetrics etc.
- per portal space volumetrics are currently broken - waiting for the Portal 1 RTX update
- Reworked large parts of the
base-remix-mod- Proper lights and some PBR assets on Act 1 and parts of Act 2 (everything else is untested and probably really dark)
- Added an ImGui dev menu that can be toggled by pressing F5
- ^ creates an autosave in portal2-rtx/logs on map change if any changes where made in the mapsettings tab
- Updated Linux support for new .bat usage by @KingVulpes in #161
Remix config files (rtx.conf / map_configs)
- Use the new one as some settings are very important - copy over your hashes manually if you made any changes to prior version
- Emissive blend scalar is now set to 5 -> you have to fix particles via the toolkit (manually set alpha blending) if they are not supposed to be emissive
- RR currently causes lots of wobbly shadows -> disabled fine tuned restir in denoiser
- Map config files need to be adjusted for the new volumetric system
GameSettings
- Added various new game settings - simply start the game once and it will update your file in portal2-rtx
- New default culling mode -> everything within a certain radius (default 1500) won't get culled - everything else will use pvs + frustum
- New setting to force required graphic settings (on by default)
- Disabled emancipation grill proxy as it is no longer required
MapSettings
- Lots of format changes and new parameters
- New default culling mode: nocull_dist -> override per area/leafs
- Added "UNBAKE" which should aid with remix mesh replacements - this removes position/normal baking from vertices
- can cause issues on models with parented meshes - not every pickupable object is stable (the cube is)
- Changed nocull marker logic -> hashes changed .. sorry
- Added 'texture_categories' to "CONFIGVARS" to add or remove texture hashes on map load (will automatically be undone on map change)
- Added 'attach' to "LIGHTS" to attach lights to specified props
- Fog settings are mostly deprecated due to the new volumetric fog system (there is now a density setting (expo. fog))
- Water now has two layers with adjustable height offsets and uv scalars
✳️ Info:
- Current releases ship with a custom build of the remix-dxvk runtime and bridge-remix including necessary changes for Portal 2
- Some engine tweaks required to make the game compatible with RTX Remix result in CPU bottlenecks on some maps (software skinning instead of HW skinning). This may or may not improve in future updates.
- There are clever ways to optimize many aspects of this game but that takes time and lots of effort.
Support for the newest game update
The latest update broke the compatibility mod.
- fixed offsets in
client.dll&engine.dll - verified offsets in other modules
launcher now accepts window titles:Portal 2 - Direct3D 9orPORTAL 2 - Direct3D 9
Edit 24.01.25:
- replaced 1.5.1 launcher with 1.5 launcher (windows defender false positives)
Slightly modified 1.5 changelog:
Installation:
1. Compatibility Mod
- Download
p2-rtx_1.5.1_82fe151.zip - Copy All contents Within the
p2-rtxInto your portal root folder
2. Base Remix Mod
- Download the
base remix-mod- repo: (https://github.com/xoxor4d/p2-rtx-base-mod) - Extract and place the
modsfolder into thertx-remixfolder found in the Portal 2 root folder
(create thertx-remixfolder if it does not exist)
Followed by:
- Copy
_master.cachefromroot/portal2/maps/soundcachetoroot/portal2_dlc3/maps/soundcache - Make sure your folder structure looks like this
- Start the game by executing
p2-rtx-launcher.exe(start as admin if game is installed underProgram Files) - The window title should change to Portal 2 - RTX followed by the GitHub commit number if successful
Note
- Shader Detail: Low
- Effect Detail: Low
- Model /Texture Detail: High
- Paged Pool Memory: High
Tip
Check the Troubleshooting section in the Readme if encounter issues
✳️ Info:
- Some engine tweaks, which are required to make the game compatible with RTX Remix, result in CPU bottlenecks on some maps (software skinning instead of HW skinning). This may or may not improve in future updates.
- That can be mitigated by hiding models and adding them as references to map markers via the remix toolkit
- Current releases ship with a custom build of the remix-dxvk runtime which includes necessary changes
for Portal 2 (bin/.trex/d3d9.dll)
Version Changelog
General Changes & Improvements:
- No more ASI-Loader. The compatibility mod now comes with it's own launcher
p2-rtx-launcher.exe - Comp.Mod now produces verbose output if it encounters an error + version checks the
portal2.exe(sha1 hash) - Fixed-Function rendering of SpriteTrail effects
- New visibility checks and more refined culling heavily improves the performance in certain areas
- Remix: Disabled indirect alpha blended shadows to improve performance for minimal visual differences
- Remix: Ability to set the emissive intensity per emissive surface instead of relying on a single global scalar (runtime change)
- Remix: Ability to use the albedo as the emission map when
enable_thin_filmis enabled on opaque materials (runtime change) - Portals now have proper visibility checks and no longer render everything in front of them (entire map) ( #35 - #95 )
- There are edge cases that will require additional handling via manual culling overrides (map-setting)
- The
base-remix-modfor the compatibility mod has it's own GitHub Repository now
MapSettings
- Now uses the
.tomlformat for more flexibility and readability - Proper error reporting via an external console
- Ability so scale the UV's of water materials
- Ability to load remix
.conffiles:- Trigger via choreography (
.vcd) or when the player enters a certain map area (leaf) - Can be used to create transition effects with various ease modes, duration and delay settings
- Use in-game console command
scene_printto show information about playing / ending choreographies
- Trigger via choreography (
- Added the ability to hide specific models
- Example: when a certain model is used a lot, it can make sense to hide them and manually re-add the models by adding them as references to map markers (toolkit) - will help with cpu bottlenecks
- Use in-game console command:
xo_debug_toggle_model_infoto visualize model info
- Improved and added additional culling settings:
- Set cull mode per area
- Force entire areas
- Hide specified leafs or areas (with additional modifiers)
- Added the ability to script lights (similar to keyframing) via the remixApi
- Smoothly or linearly move a light along a path
- Smoothly interpolate every light setting including shaping (spotlight) settings
- Specify the time it takes for a light to move / interpolate from one to the next keyframe
- Various modes like: run once, loop, auto-connect loop
- Spawn on map load OR trigger spawning when a specified choreography (
.vcd) or a specified sound starts playing - Kill the light when a specified choreography (
.vcd) or a specified sound starts playing - Use in-game console command
xo_debug_toggle_sound_printto visualize sound information
- Map Markers:
- Added the ability to spawn markers that will never cull - spawned when the map loads
GameSettings
- There is now a file called
game_settings.tomlthat will be automatically created (default settings) when launching the compatibility mod. It can be used to tweak certain features of the compatibility mod. - Valid modifications of settings are considered and will be written back to the file when it gets re-generated
- Addition or the deletion of settings via future updates should not interfere with your settings as long as the configured setting is still available
- Use in-game console command
xo_gamesettings_updateto reload the file
- Currently available settings:
- Enable culling of exit portal areas when the entry portal is not visible from the players POV (++ performance) (
on)- Check each node for potential emissive light strips (rectangular with limited depth) & force-draw node on match. (
on)- Spawn billboard sprites (fake volumetrics) on light props (
off)- Spawns an additional surface on emancipation grills that can be turned into an invisible, but emissive surface using the toolkit (
on)
Fixes
- Fixed multiple issues with effect visuals ( #1 - #32 - #51 ... )
- Fixed water drops on glados (wakeup)
- Fixed SpriteCard effect performance (eg. fire after The Fall -> 30 to 60 fps)
- Fixed a visual issue affecting portal opening (secondary mesh that caused overlapping)
- No longer render area portal brushmodels (black material - used for blocking
visbetween areas) - Fixed an issue where the player model is blocking the view on a4_finale4 for a short period of time ( #56 )
- Fixed visual artifacts when the camera was near refracting water (intro on
sp_a3_01) ( #73 ) - Fixed a random game crashing issue that happend when loading maps (related to pixel visibility checking - dxvk issue)
by forcing off:r_dopixelvisibility
.
├─ ...
├─ 📁 steamapps
│ └─📁 common
│ └─📁 Portal 2
│ ├── 📜 p2-rtx-launcher.exe
│ ├── 📜 portal2.exe
│ ├── 📜 ...
│ │
│ ├── 📁 portal2_dlc3
│ │ ├── 📜 pak01_dir.vpk
│ │ └── 📁 maps
│ │ └─ 📁 soundcache
│ │ └── 📜 _master.cache
│ │
│ ├── 📁 portal2-rtx
│ │ ├── 📜 map_settings.toml
│ │ └── ...
│ │
│ └── 📁 rtx-remix
│ └─📁 mods
│ └─📁 portal2rtx
│ ├── 📜 portals.usda
│ ├── 📜 mod.usda
│ └── ...
└── ...
Performance - Refinements - QoL Features
Installation:
1. Compatibility Mod
- Download
p2-rtx_1.5_219e304.zip - Copy All contents Within the
p2-rtxInto your portal root folder
2. Base Remix Mod
- Download the
base remix-mod- repo: (https://github.com/xoxor4d/p2-rtx-base-mod) - Extract and place the
modsfolder into thertx-remixfolder found in the Portal 2 root folder
(create thertx-remixfolder if it does not exist)
Followed by:
- Copy
_master.cachefromroot/portal2/maps/soundcachetoroot/portal2_dlc3/maps/soundcache - Make sure your folder structure looks like this
- Start the game by executing
p2-rtx-launcher.exe(start as admin if game is installed underProgram Files) - The window title should change to Portal 2 - RTX followed by the GitHub commit number if successful
Note
- Shader Detail: Low
- Effect Detail: Low
- Model /Texture Detail: High
- Paged Pool Memory: High
Tip
Check the Troubleshooting section in the Readme if encounter issues
✳️ Info:
- Some engine tweaks, which are required to make the game compatible with RTX Remix, result in CPU bottlenecks on some maps (software skinning instead of HW skinning). This may or may not improve in future updates.
- It can be mitigated by hiding models and placing them via the remix toolkit
Version Changelog
General Changes & Improvements:
- No more ASI-Loader. The compatibility mod now comes with it's own launcher
p2-rtx-launcher.exe - Comp.Mod now produces verbose output if it encounters an error + version checks the
portal2.exe(sha1 hash) - Fixed-Function rendering of SpriteTrail effects
- New visibility checks and more refined culling heavily improves the performance in certain areas
- Remix: Disabled indirect alpha blended shadows to improve performance for minimal visual differences
- Remix: Ability to set the emissive intensity per emissive surface instead of relying on a single global scalar (runtime change)
- Remix: Ability to use the albedo as the emission map when
enable_thin_filmis enabled on opaque materials (runtime change) - Portals now have proper visibility checks and no longer render everything in front of them (entire map) ( #35 - #95 )
- There are edge cases that will require additional handling via manual culling overrides (map-setting)
- The
base-remix-modfor the compatibility mod has it's own GitHub Repository now
MapSettings
- Now uses the
.tomlformat for more flexibility and readability - Proper error reporting via an external console
- Ability so scale the UV's of water materials
- Ability to load remix
.conffiles:- Trigger via choreography (
.vcd) or when the player enters a certain map area (leaf) - Can be used to create transition effects with various ease modes, duration and delay settings
- Use in-game console command
scene_printto show information about playing / ending choreographies
- Trigger via choreography (
- Added the ability to hide specific models
- Example: when a certain model is used a lot, it can make sense to hide them and manually re-add the models by adding them as references to map markers (toolkit) - will help with cpu bottlenecks
- Use in-game console command:
xo_debug_toggle_model_infoto visualize model info
- Improved and added additional culling settings:
- Set cull mode per area
- Force entire areas
- Hide specified leafs or areas (with additional modifiers)
- Added the ability to script lights (similar to keyframing) via the remixApi
- Smoothly or linearly move a light along a path
- Smoothly interpolate every light setting including shaping (spotlight) settings
- Specify the time it takes for a light to move / interpolate from one to the next keyframe
- Various modes like: run once, loop, auto-connect loop
- Spawn on map load OR trigger spawning when a specified choreography (
.vcd) or a specified sound starts playing - Kill the light when a specified choreography (
.vcd) or a specified sound starts playing - Use in-game console command
xo_debug_toggle_sound_printto visualize sound information
- Map Markers:
- Added the ability to spawn markers that will never cull - spawned when the map loads
GameSettings
- There is now a file called
game_settings.tomlthat will be automatically created (default settings) when launching the compatibility mod. It can be used to tweak certain features of the compatibility mod. - Valid modifications of settings are considered and will be written back to the file when it gets re-generated
- Addition or the deletion of settings via future updates should not interfere with your settings as long as the configured setting is still available
- Use in-game console command
xo_gamesettings_updateto reload the file
- Currently available settings:
- Enable culling of exit portal areas when the entry portal is not visible from the players POV (++ performance) (
on)- Check each node for potential emissive light strips (rectangular with limited depth) & force-draw node on match. (
on)- Spawn billboard sprites (fake volumetrics) on light props (
off)- Spawns an additional surface on emancipation grills that can be turned into an invisible, but emissive surface using the toolkit (
on)
Fixes
- Fixed multiple issues with effect visuals ( #1 - #32 - #51 ... )
- Fixed water drops on glados (wakeup)
- Fixed SpriteCard effect performance (eg. fire after The Fall -> 30 to 60 fps)
- Fixed a visual issue affecting portal opening (secondary mesh that caused overlapping)
- No longer render area portal brushmodels (black material - used for blocking
visbetween areas) - Fixed an issue where the player model is blocking the view on a4_finale4 for a short period of time ( #56 )
- Fixed visual artifacts when the camera was near refracting water (intro on
sp_a3_01) ( #73 ) - Fixed a random game crashing issue that happend when loading maps (related to pixel visibility checking - dxvk issue)
by forcing off:r_dopixelvisibility
.
├─ ...
├─ 📁 steamapps
│ └─📁 common
│ └─📁 Portal 2
│ ├── 📜 p2-rtx-launcher.exe
│ ├── 📜 portal2.exe
│ ├── 📜 ...
│ │
│ ├── 📁 portal2_dlc3
│ │ ├── 📜 pak01_dir.vpk
│ │ └── 📁 maps
│ │ └─ 📁 soundcache
│ │ └── 📜 _master.cache
│ │
│ ├── 📁 portal2-rtx
│ │ ├── 📜 map_settings.toml
│ │ └── ...
│ │
│ └── 📁 rtx-remix
│ └─📁 mods
│ └─📁 portal2rtx
│ ├── 📜 portals.usda
│ ├── 📜 mod.usda
│ └── ...
└── ...
First public release
Installation:
Compatibility Mod
- Download the
zipbelow - Copy the contents within the
portal2-rootfolder into your portal root directory
Base Remix Mod
- Download the base remix-mod - repo: (https://github.com/xoxor4d/p2-rtx-base-mod)
- Extract and place the
modsfolder into thertx-remixfolder found in the Portal 2 root folder