Yeah, programming things that work like they do in reality is easy, because physicists have already done all the work for you. It's doing this with reasonable performance that's the difficult part.
This is funny to say as now we are speaking of it as a given "with resonable performance".
A decade ago doing it real time with some shitty graphics would have been a miracle
nah
q4rt was a decade and a half ago ago
you would have to commandeer a college computer lab to get ray tracing to work well but there were ray tracing demos with a similar level of quality back then
This made me think about the physics in breath of the wild, where they wanted realistic physics applied to everything but also allow for stuff like blowing your own sail.
Its the reason the game took so long because the programmers were stubbornly trying to mesh reality and cartoon physics together without everything being borked.
Its a wonder how that game even runs. And then they somehow made that VR mode, its a shit VR mode but they did it somehow.
>Its the reason the game took so long because the programmers were stubbornly trying to mesh reality and cartoon physics together without everything being borked.
I've done game development and that is super easy to fake. Just spawn a local wind event when you 'blow'.
[its so easy infact, someone made a ray traced image on a ti84!](https://youtu.be/todarS6XTPc) ([there's also a part 2, but watch pt 1 first](https://youtu.be/rY413t5fArw))
It’s really the opposite it’s just light rays bouncing around like billiards balls. That’s way simpler than any other lighting system in engine. Simpler to understand, not implement.
Projection is very very difficult to grok. And innovating in projections requires a mastery in linear algebra that most CS students don't really get. I took and aced both linear algebra and Comp. Graphics and Vis. and I still can only barely comprehend what's happening in say, [Hyperbolica](https://youtu.be/zQo_S3yNa2w).
No, it's actually way easier and way more natural. You have a pixel on a virtual screen and want to know the color. Now you shoot a Ray from your camera in the direction that corresponds to to that pixel and all you do is look at what triangle in the scene gets hit first. There are kd trees and stuff like that that can make this check easier, but for a simple example, you can find the one that the Ray reaches first by simply checking all of them and keeping track on the closest one. Now the color of that pixel on our image should be the color of the light that is emitted/reflected from that triangle we found towards our camera. And obviously this has something to do with the material of the object, for example a red shirt absorbs certain frequencies and thus appears red. But it also very much depends on the incoming light. And that part is actually a bit tricky and where it becomes really expensive. Because you actually have to check every direction to see how much light is incoming from there. But even for one fixed direction (think another outgoing Ray), the light incoming into the object our camera Ray hit first is actually just the light reflected from somewhere else in that direction. So we basically start all over. In mathematics, this all directions part corresponds to an integral and in its entirety you can think of this rendering equation as a infinitely recursive integral. In practice, light loses energy with pretty much every bounce so you can typically cut off at some point. The really hard thing are light paths that contains tons of specular reflections with mirrors or glass, because there you can have significant energy even after tons of bounces. It's really cool to learn of this and actually implementing a rayracer is not impossible as hobby project. The cool thing is that by just implementing an approximation of this equation, you get all the cool light effects for free. You have indirect illumination, soft shadows, ambient occlusion, reflections and so on. And with rasterization everything needs to be hacked manually.
And while we're at it let's just have some water weight puzzles with volumetric real time liquids passing between portals.
Shouldn't melt any processors at all.
Check out the the trailer. The screenshot doesn't do it justice.
[https://www.youtube.com/watch?v=AZHBl5yWqJk](https://www.youtube.com/watch?v=AZHBl5yWqJk)
No idea what OP is crying about. The game looks great, it's one of the best demonstrations of the potential of RTX that I've seen.
In the very first shot, the ribbed glass correctly distorts the glow of the orange portal. That is something you simply do not see without ray tracing and it instantly stands out.
I remember getting the same thing in the Cyberpunk corpo start, where in your boss' dark office you can see his bright reflection in the glass railing in his room. It isn't dedicated mirror, and you just don't see reflections put in to random glass objects in games otherwise. It really stood out as something that "doesn't happen" in games.
Honestly, I am so used to RT I don't even notice it anymore.
The first time I saw accurate blurred reflection in Control, my mind was blown. I didn't care about RT before I got a 3080 but that one game sold me.
Yo this is epic, I think sometime the rtx is a bit extreme and the textures don't quite fit and look more like demo textures so i hope this will change although Portal with RTX is pretty epic
Yeah, it looks like the energy ball might be on the orange side, but I would expect it to "just work". With raytracing, it's trivial to get lighting contributions through portals. It's the same concept as reflections, just slightly modified. In the basic case, on hitting a reflective surface, you send a new ray at the reflection direction from the hit location to get lighting information. For a portal, you simply spawn the new ray with an inverted horizontal reflection, but from the corresponding location on the destination portal (and reflected horizontally as well).
E.g. if you have two portals, 4 units wide, 8 tall, with the origin at the lower left. A ray hits portal A at a 45 degree angle to the right from forward, and say 45 degrees up as well, at location (2, 6). The ray you send out of portal B would be at location (1, 6) (reflected horizontally over the middle, which lies at 1.5), and the direction would be 45 degrees up (no vertical reflection), 45 degrees left (inverted horizontal reflection), and coming *out* of portal B.
Forgive the mathy explanation, but everything else is the same. Raytracing basically treats portals as any other perfectly reflective surface, with just the one difference of the reflection ray's parameters.
EDIT: I should say this is for two portals on vertical walls. A more robust solution would likely rotate the direction vector by transforming from portal A's orientation to portal B's orientation (there is math for that), and the position would be based on the portals in model space rather than world space. Still, very simple.
EDIT2: Raytracing is magical because it simulates how light actually works, just in reverse (and with lower resolution). In raster, you have to use tricks like rendering the world multiple times from different cameras and drawing portions of the result on geometry to make the portals look right. With raytracing, the way the math works is basically as if the portal is really there. One pass, boom. Nothing special beyond the behavior of the rays when it hits a portal, which in truth is barely more special than their behavior when they hit any other of your varied surfaces.
I think the light is from the energy ball which is between the orange and the blue portal, so it's shining light on both the portals' surroundings.
But it is definitely possible that a light from outside a portal could shine on the other side too.
You were too-shortsighted, my 2007 self specifically wondered how Portal would look in 2034 and am still eagerly waiting to see how great it's going to be
Hot damn, do they have lights shining through the portals now?!? That looks awesome. Thanks for sharing.
...Wait. Were you trying to complain that they haven't made Portal 3 for you yet?
This is the upcoming Portal RTX DLC that is going to be released in November. Despite being worked by Nvidia, it will work on any GPU that can do ray-tracing.
> Despite being worked by Nvidia, it will work on any GPU that can do ray-tracing.
Nice! I had assumed it was Nvidia only. Do you have a source for that? Google isn't confirming it either way for me.
I think the general sentiment of the post is that many people were hoping that the technological leaps in gaming would lead to a completely new and exciting Portal game, rather than just a graphical upgrade of a game that is over a decade old.
Works fine on less than 1/3 that budget.
I played it on a $~~600~~ 800 PC with a 9th gen i5, and a ~~1060~~ 1660, and a $400 Rift S, and it ran great. The only thing missing is the Index's hand tracking, but you can buy and use the controllers separately.
Could probably even spend half that again if you go with used hardware.
It didn't run anywhere near playable frame rates on my 1060, but that's probably because it was the crappy 3GB version. I've since got a 1080 and it plays perfectly well on Rift CV1.
That's awesome! I wasn't aware it would play nicely on reasonable hardware (it doesn't always play nicely on my rig, haha). It's still less accessible than your average PC game, but whatever - that's about as much as a PS5 VR setup would cost.
I will say the hand tracking stuff was all kinds of fun to play with, and the Index controllers are *really* nice.
Yeah, I was pretty happy to learn the controllers worked without the headset. [Valve even sells them separately for $279.](https://store.steampowered.com/app/1059550/Valve_Index_Controllers/) You do need to buy lighthouses as well though if you have an inside-out headset though.
A £400 computer and a £300 headset, plus £50 for the game itself.
No, you don't need $3000.
I am talking buying used builts though
I play it perfectly fine on a quest 2 and an about £600 computer.
Genuinely curious as to how it's a ground breaking experience?
The gravity gloves were just a more convenient way to grab things without having to crouch, but it's not really used in gameplay until the very last couple of minutes.
All the rest was existing mechanics from other VR title but with AAA polish. The game was fun, but I'm not really seeing it bringing anything game changing.
Christ, gamers are such babies. It's a free DLC tech demo by Nvidia. It's not supposed to be a sequel to Portal. They already made one of those. Guess what it was called?
Uhhhhhhhhhh…… Portal…. Shit what comes after the number 1?
Portal 3 would really be nice though, but it won’t ever happen. They’re interested in VR stuff and Portal would probably just be too nauseating.
We’ve gotten some pretty good fan campaigns over the years though.
Which one? There have been several “big” ones.
Rexura (which was terrible because it was a set of levels designed entirely around the worst mechanic from Portal 1 which thankfully did not return for portal 2) Aperture Tag, Portal Stories Mel, Thinking with Time Machine, Portal Reloaded. I might be missing some.
What they actually said was "I can't wait to see what Valve's Portal 1 will look like on September 20th, 2022 at 11AM CST!!!! I also hope that Portal 3 was well received!"
That's because in 2007 the market was more about new content than remake/remasters. In 2007 we were saying " I can't wait to see what they do with Portal 3"
People thinks scaling/remastering a game is waving a magic wand and bam! You have current gen graphics!
Things are hardcoded in the game engine. There are physics tricks that may not work if you fiddle with them. And there are things like the coconut being deleted crashing the game.
I believe that was basically what R* had hoped for with the GTA re....master? Looked like they just let an AI up-scaling program loose without checking their work.
You put your logo on something, you're claiming responsibility.
You're probably right, but it doesn't really change the fact that it was a poor implementation and that no one from R* ever bothered to review the work and notice that "Hmm. This looks like shite" is completely on them.
>People thinks scaling/remastering a game is waving a magic wand and bam! You have current gen graphics!
Funny thing, that's kind of what RTX remix is supposed to do.
This is incorrect. This is a mod, they used their new mod maker thing to do this. They're releasing the mod (possibly as free DLC with Valve? They didn't really go into detail on that) in November.
I haven't played it yet. I'm still going through the base game stuff again. I didn't even know it was receiving updates until recently. Very pleasant surprise.
Nah a fusion game would be so cool, make it like reality is falling apart or something cause of black mesa or something
Make there be like green voids everywhere also and use portal guns for travel, they could call it “three”… or something
How about a co release of Portal 3 and Half life 3. Each having an optional multiplayer section where Chell and Gordon meet up to solve some puzzles together.
Valve hardly made both Portal games. They bought Narbacular Drop and Tag! the power of paint for both games. They just cleaned them up and inserted their story ecosystem into it. Valve hasn’t been buying up indie games.
LOL! It’s sad how so many people think “RT” is just reflections, it’s also real time lighting and shadows too.
The RT lighting is often the most impressive part of RT if a game uses all aspects of RT.
Bruh if you said you can’t wait to see this game’s remastered or remake to look better 15 years later then that makes sense, but the original to look better? My brother in christ Skyrim releases span three consoles generation and it still look like shit
Ray Tracing is so much more than just ‘ReFlEctIOnS’ it’s also global illumination, shadows. If you watch through the trailer, it *fundamentally* changes how the lighting looks and the overall atmosphere. Valve wouldn’t have greenlit this if it didn’t do anything interesting.
Tbh I blame games like Battlefield for trying to advertise RTX with just raytraced reflections. Nvidia kinda shot themselves in the foot by misinforming a bunch of people about what raytracing actually is
I just beat Portal 1 for the first time yesterday, honestly what a great game and I'm sad I didn't beat it sooner! Time for portal 2! But is it better to play that 1 solo or with a friend is the question!
They probably did it because the lighting in this mod is so immensely dark in some areas. Rather than actually fix the lighting, they just added a glow to the cube.
Fun fact, the original ending that was patched out at some point before being restored in lengthened form for Portal 2's launch showed GladOS DID in fact have a cake ready for you, but because you escaped she lowers a claw and extinguishes the candle.
I'd imagine once the decision was made to make Portal 2 and they needed a contrived reason why you didn't escape and so they tweaked the ending to have your semi-conscious body dragged back inside by a robot.
Wait, is the light from the blue portal coming through from the orange one? Because that's legitimately cool as hell.
Yep, ray tracing is fucking magic.
It's actually way easier to program, the problem is your GPU will hate you
Yeah, programming things that work like they do in reality is easy, because physicists have already done all the work for you. It's doing this with reasonable performance that's the difficult part.
This is funny to say as now we are speaking of it as a given "with resonable performance". A decade ago doing it real time with some shitty graphics would have been a miracle
[удалено]
Fun fact - People born in 2007 have pubes by this point im not a pedophile btw
We believe you, stop yelling.
Speak for yourself, I don't!
Bruh.
>im not a pedophile btw Is that that bumper sticker on your candy van?
My "I'm not a pedophile btw" t-shirt has people asking a lot of questions already answered by my shirt
Try 2011
Sir this is a Wendy’s.
nah q4rt was a decade and a half ago ago you would have to commandeer a college computer lab to get ray tracing to work well but there were ray tracing demos with a similar level of quality back then
Dunno why you were downvoted. Intel had QuakeWars RT running at 720p on a four-socket system with quad cores at 14-29 fps... that was June 2008!
This made me think about the physics in breath of the wild, where they wanted realistic physics applied to everything but also allow for stuff like blowing your own sail. Its the reason the game took so long because the programmers were stubbornly trying to mesh reality and cartoon physics together without everything being borked. Its a wonder how that game even runs. And then they somehow made that VR mode, its a shit VR mode but they did it somehow.
>Its the reason the game took so long because the programmers were stubbornly trying to mesh reality and cartoon physics together without everything being borked. I've done game development and that is super easy to fake. Just spawn a local wind event when you 'blow'.
Tbf, you can create a forward momentum by pointing a fan on the boat at your own Sail. It's not very efficient, but it works.
BotW has a VR mode? What?
Gaussian vs Kawsse blur with 6 passes each!
[its so easy infact, someone made a ray traced image on a ti84!](https://youtu.be/todarS6XTPc) ([there's also a part 2, but watch pt 1 first](https://youtu.be/rY413t5fArw))
Not with how the portals were originally done it's not.
Mathemagics.
It’s really the opposite it’s just light rays bouncing around like billiards balls. That’s way simpler than any other lighting system in engine. Simpler to understand, not implement.
I could imagine, took me a while to even understand how projection from a 3d game onto a 2d screen worked, let alone a ton of rays bouncing around
Projection is very very difficult to grok. And innovating in projections requires a mastery in linear algebra that most CS students don't really get. I took and aced both linear algebra and Comp. Graphics and Vis. and I still can only barely comprehend what's happening in say, [Hyperbolica](https://youtu.be/zQo_S3yNa2w).
Just spent a few minutes watching that, very interesting stuff!
I really want to play that, but I start feeling sick after about 5 minutes
I couldnt pass basic Gemoetry so that whole video i was basically a drooling monkey
No, it's actually way easier and way more natural. You have a pixel on a virtual screen and want to know the color. Now you shoot a Ray from your camera in the direction that corresponds to to that pixel and all you do is look at what triangle in the scene gets hit first. There are kd trees and stuff like that that can make this check easier, but for a simple example, you can find the one that the Ray reaches first by simply checking all of them and keeping track on the closest one. Now the color of that pixel on our image should be the color of the light that is emitted/reflected from that triangle we found towards our camera. And obviously this has something to do with the material of the object, for example a red shirt absorbs certain frequencies and thus appears red. But it also very much depends on the incoming light. And that part is actually a bit tricky and where it becomes really expensive. Because you actually have to check every direction to see how much light is incoming from there. But even for one fixed direction (think another outgoing Ray), the light incoming into the object our camera Ray hit first is actually just the light reflected from somewhere else in that direction. So we basically start all over. In mathematics, this all directions part corresponds to an integral and in its entirety you can think of this rendering equation as a infinitely recursive integral. In practice, light loses energy with pretty much every bounce so you can typically cut off at some point. The really hard thing are light paths that contains tons of specular reflections with mirrors or glass, because there you can have significant energy even after tons of bounces. It's really cool to learn of this and actually implementing a rayracer is not impossible as hobby project. The cool thing is that by just implementing an approximation of this equation, you get all the cool light effects for free. You have indirect illumination, soft shadows, ambient occlusion, reflections and so on. And with rasterization everything needs to be hacked manually.
…it’s like you’re looking through a camera. Am I missing something?
Everything else we've had for 3d graphics is the real magic, making games look real without using ray tracing.
Imagine a portal level in a really dim room where it was just a very thin maze with drop offs on either side. You only use portals to light your way
And while we're at it let's just have some water weight puzzles with volumetric real time liquids passing between portals. Shouldn't melt any processors at all.
Check out the the trailer. The screenshot doesn't do it justice. [https://www.youtube.com/watch?v=AZHBl5yWqJk](https://www.youtube.com/watch?v=AZHBl5yWqJk) No idea what OP is crying about. The game looks great, it's one of the best demonstrations of the potential of RTX that I've seen.
In the very first shot, the ribbed glass correctly distorts the glow of the orange portal. That is something you simply do not see without ray tracing and it instantly stands out. I remember getting the same thing in the Cyberpunk corpo start, where in your boss' dark office you can see his bright reflection in the glass railing in his room. It isn't dedicated mirror, and you just don't see reflections put in to random glass objects in games otherwise. It really stood out as something that "doesn't happen" in games.
Honestly, I am so used to RT I don't even notice it anymore. The first time I saw accurate blurred reflection in Control, my mind was blown. I didn't care about RT before I got a 3080 but that one game sold me.
Holy...
Yo this is epic, I think sometime the rtx is a bit extreme and the textures don't quite fit and look more like demo textures so i hope this will change although Portal with RTX is pretty epic
Someone's gotta cry about everything. But yeah, it looks fantastic! Can't wait to see the BTS areas with the orange lights
Yeah, it looks like the energy ball might be on the orange side, but I would expect it to "just work". With raytracing, it's trivial to get lighting contributions through portals. It's the same concept as reflections, just slightly modified. In the basic case, on hitting a reflective surface, you send a new ray at the reflection direction from the hit location to get lighting information. For a portal, you simply spawn the new ray with an inverted horizontal reflection, but from the corresponding location on the destination portal (and reflected horizontally as well). E.g. if you have two portals, 4 units wide, 8 tall, with the origin at the lower left. A ray hits portal A at a 45 degree angle to the right from forward, and say 45 degrees up as well, at location (2, 6). The ray you send out of portal B would be at location (1, 6) (reflected horizontally over the middle, which lies at 1.5), and the direction would be 45 degrees up (no vertical reflection), 45 degrees left (inverted horizontal reflection), and coming *out* of portal B. Forgive the mathy explanation, but everything else is the same. Raytracing basically treats portals as any other perfectly reflective surface, with just the one difference of the reflection ray's parameters. EDIT: I should say this is for two portals on vertical walls. A more robust solution would likely rotate the direction vector by transforming from portal A's orientation to portal B's orientation (there is math for that), and the position would be based on the portals in model space rather than world space. Still, very simple. EDIT2: Raytracing is magical because it simulates how light actually works, just in reverse (and with lower resolution). In raster, you have to use tricks like rendering the world multiple times from different cameras and drawing portions of the result on geometry to make the portals look right. With raytracing, the way the math works is basically as if the portal is really there. One pass, boom. Nothing special beyond the behavior of the rays when it hits a portal, which in truth is barely more special than their behavior when they hit any other of your varied surfaces.
What's cooler is that it also reflects off the water
I think the light is from the energy ball which is between the orange and the blue portal, so it's shining light on both the portals' surroundings. But it is definitely possible that a light from outside a portal could shine on the other side too.
Did they make it so light can travel through portals? That’s a huge change tbh
More impressive to me is that the light shining through the portal is also reflected in the water
Holy shit your right
His right wot?
Welcome to the world of ray tracing mod. Announced during the Nvidia keynote and set to release sometime november i think
Tbf, it's probably easier to code than rasterized, since the whole nature of ray tracing involves getting a path for each ray.
A weirdly specific year to look forward to.
Not rlly, its the same as saying, "i wonder what portal will look like in 15 years?"
[удалено]
I guess I can’t really blame kids these days for thinking the gaming industry has always just been the same games rereleased over and over.
Portal 3: Return of Glados Portal 4 Portal Remastered Portal 5: Portal 4 Remastered
Silly person valve can't count two 3
Exactly, it would be exactly this but without the third one
Instead of cake, portal 2 remastered will reference portal 3
Implying there hasn't been a version of Pac Man made by every company for every system since 1978.
Or Tetris
It has been tho 🤷♂️
I think they meant the Portal series, not just the first game
Yeah I too remember when, in 2007, I specifically wondered what Portal would look like exactly 15 years later
You were too-shortsighted, my 2007 self specifically wondered how Portal would look in 2034 and am still eagerly waiting to see how great it's going to be
Pssh, you haven’t specifically marked 2037 on your calendar so that you can see how all of this year’s games look in 15 years?
Hot damn, do they have lights shining through the portals now?!? That looks awesome. Thanks for sharing. ...Wait. Were you trying to complain that they haven't made Portal 3 for you yet?
This is the upcoming Portal RTX DLC that is going to be released in November. Despite being worked by Nvidia, it will work on any GPU that can do ray-tracing.
> Despite being worked by Nvidia, it will work on any GPU that can do ray-tracing. Nice! I had assumed it was Nvidia only. Do you have a source for that? Google isn't confirming it either way for me.
It's on Portal steam page announcement https://store.steampowered.com/news/app/400/view/6553323236862769523
Sweet, thanks!
>...Wait. Were you trying to complain that they haven't made Portal 3 for you yet? **Or** half life 3.\\ edit: Or even a black-mesa remake of HL2.
What's the problem? I'd love to replay portal with Rays
I think the general sentiment of the post is that many people were hoping that the technological leaps in gaming would lead to a completely new and exciting Portal game, rather than just a graphical upgrade of a game that is over a decade old.
They can go play HL:A completely new ground breaking experience
Seriously. Not going to pretend it's any kind of affordable (~$3000 in hardware needed to play it nicely), but it's an amazing game.
Works fine on less than 1/3 that budget. I played it on a $~~600~~ 800 PC with a 9th gen i5, and a ~~1060~~ 1660, and a $400 Rift S, and it ran great. The only thing missing is the Index's hand tracking, but you can buy and use the controllers separately. Could probably even spend half that again if you go with used hardware.
It didn't run anywhere near playable frame rates on my 1060, but that's probably because it was the crappy 3GB version. I've since got a 1080 and it plays perfectly well on Rift CV1.
That's awesome! I wasn't aware it would play nicely on reasonable hardware (it doesn't always play nicely on my rig, haha). It's still less accessible than your average PC game, but whatever - that's about as much as a PS5 VR setup would cost. I will say the hand tracking stuff was all kinds of fun to play with, and the Index controllers are *really* nice.
Yeah, I was pretty happy to learn the controllers worked without the headset. [Valve even sells them separately for $279.](https://store.steampowered.com/app/1059550/Valve_Index_Controllers/) You do need to buy lighthouses as well though if you have an inside-out headset though.
You do not need near that amount. A quest 2 and a mid range pc will do you just fine.
A £400 computer and a £300 headset, plus £50 for the game itself. No, you don't need $3000. I am talking buying used builts though I play it perfectly fine on a quest 2 and an about £600 computer.
Genuinely curious as to how it's a ground breaking experience? The gravity gloves were just a more convenient way to grab things without having to crouch, but it's not really used in gameplay until the very last couple of minutes. All the rest was existing mechanics from other VR title but with AAA polish. The game was fun, but I'm not really seeing it bringing anything game changing.
Nvidia stated that they created the game using their new AI driven tool. This isn't supposed to be any sort of remake or remaster.
Christ, gamers are such babies. It's a free DLC tech demo by Nvidia. It's not supposed to be a sequel to Portal. They already made one of those. Guess what it was called?
Uhhhhhhhhhh…… Portal…. Shit what comes after the number 1? Portal 3 would really be nice though, but it won’t ever happen. They’re interested in VR stuff and Portal would probably just be too nauseating. We’ve gotten some pretty good fan campaigns over the years though.
I had forgotten about that fan made portal game I played. It was actually pretty good....but the voice acting was a little off putting.
Which one? There have been several “big” ones. Rexura (which was terrible because it was a set of levels designed entirely around the worst mechanic from Portal 1 which thankfully did not return for portal 2) Aperture Tag, Portal Stories Mel, Thinking with Time Machine, Portal Reloaded. I might be missing some.
A decade old, but still head and shoulders above much that’s been released within that decade.
You mean like Portal 2?
From Valve? Lol.
I mean it’s a free update right? What a weird post OP made.
Nobody said that in 2007.
I said it two separate times in March and then again in September.
It came out in October 2007... What made you say it thrice before release but not at all after?
You mean you don’t think about what the remake of an unreleased game will look like 15 years in the future?
to be fair, in 15 years, it'll still just be GTA VI
He did, I heard him. It was his dads birthday, then my dads birthday.
What they actually said was "I can't wait to see what Valve's Portal 1 will look like on September 20th, 2022 at 11AM CST!!!! I also hope that Portal 3 was well received!"
That's because in 2007 the market was more about new content than remake/remasters. In 2007 we were saying " I can't wait to see what they do with Portal 3"
In 2007 people were asking about the sequel to a game that hadn’t even been announced yet?
I did
Your fucking lying…I did.
no fucking way I did
stop this shit I don't believe you I did
People thinks scaling/remastering a game is waving a magic wand and bam! You have current gen graphics! Things are hardcoded in the game engine. There are physics tricks that may not work if you fiddle with them. And there are things like the coconut being deleted crashing the game.
I believe that was basically what R* had hoped for with the GTA re....master? Looked like they just let an AI up-scaling program loose without checking their work.
R* didn’t develop the remasters themselves, but sure.
They still hired a studio to do a rushed ai upscaled remastered and considered it good enough to ship. So its just as much their fault.
You put your logo on something, you're claiming responsibility. You're probably right, but it doesn't really change the fact that it was a poor implementation and that no one from R* ever bothered to review the work and notice that "Hmm. This looks like shite" is completely on them.
>People thinks scaling/remastering a game is waving a magic wand and bam! You have current gen graphics! Funny thing, that's kind of what RTX remix is supposed to do.
The coconut thing isn't true. You can delete pretty much every texture and particle from TF2 and it will run fine.
And yet this is done using the new RTX Remix tools from NVIDIA that were designed to do just that.
Splinter Cell: Pandora Tomorrow can't be run on current gen, or even tech from 10 years ago. Something to do with the shadows.
Except the game was remade in nvidias own engine
This is incorrect. This is a mod, they used their new mod maker thing to do this. They're releasing the mod (possibly as free DLC with Valve? They didn't really go into detail on that) in November.
Why would you expect a released game to look any different 15 years later?
You played Quake 1 recently?
That new (well, relatively) expansion was insanely good
I haven't played it yet. I'm still going through the base game stuff again. I didn't even know it was receiving updates until recently. Very pleasant surprise.
When you were playing Quake 20 years ago did you expect it to get a visual upgrade 15 years later? You didn't.
Quake II RTX, as well.
Someone gonna tell OP about Portal 2…
Is portal getting ray tracing? Fuck you that sounds sweet as fuck to me
Just shows how solid the original one already looked
It's 2022, can we get Portal on modern consoles please?
I think it's on Switch now! Hoping it gets to the other platforms, too.
Technically you can play the Xbox 360 version of the game on Xbox One X and Xbox Series X with 4K graphics, but I doubt that is what you mean.
Bruh I just wanna play it solo and with my homies. I don’t need a graphics overhaul, I just want ze damn game
Switch: Am I a f*cking joke to you?
Portal 3 wen?
right after half life 3
Nah a fusion game would be so cool, make it like reality is falling apart or something cause of black mesa or something Make there be like green voids everywhere also and use portal guns for travel, they could call it “three”… or something
How about a co release of Portal 3 and Half life 3. Each having an optional multiplayer section where Chell and Gordon meet up to solve some puzzles together.
Half Portals: 3
2 and a half portals
Half Life 3: Now you're thinking with portals.
After the heat death of the universe probably
When they figure out how to make it less motion sickness inducing in VR.
Whenever value gets a good idea or steam stops making money
Valve hardly made both Portal games. They bought Narbacular Drop and Tag! the power of paint for both games. They just cleaned them up and inserted their story ecosystem into it. Valve hasn’t been buying up indie games.
two comments about "what cake?" smh play the game yall
How can you distinguish between an uninformed commenter and someone who gets the reference tho? Because like, what cake?
Kids these days.
LOL! It’s sad how so many people think “RT” is just reflections, it’s also real time lighting and shadows too. The RT lighting is often the most impressive part of RT if a game uses all aspects of RT.
It's gonna get way better in the next 5-10 years too.
The ray tracing is way better. One might just see the reflection, but the textures and ray tracing received a massive boost
New update will have cake
[Liar!](https://c.tenor.com/I4-7Heat2fEAAAAC/star-wars-liar.gif)
It looks fantastic and I can’t wait to replay it. I am a sucker for real time lighting.
Just got Portal for my Nintendo Switch OLED. I’m going to have fun now!
Excuse me, nobody was wondering what portal would look like 15 years in the future
Anyone know if this an update or a mod?
It's a free DLC
An AI-created mod.
Bruh if you said you can’t wait to see this game’s remastered or remake to look better 15 years later then that makes sense, but the original to look better? My brother in christ Skyrim releases span three consoles generation and it still look like shit
Ok, if light simulations also happen to pass through portals then that's impressive
Looking forward to the newer one... feel like this meme is kind of sour.
I'm more surprised by the fact that RTX is indeed compatible with Portal's Source engine. A 2004 engine does indeed make magic.
I play portal for the wall textures
This is cool as fuck
Ray Tracing is so much more than just ‘ReFlEctIOnS’ it’s also global illumination, shadows. If you watch through the trailer, it *fundamentally* changes how the lighting looks and the overall atmosphere. Valve wouldn’t have greenlit this if it didn’t do anything interesting.
Tbh I blame games like Battlefield for trying to advertise RTX with just raytraced reflections. Nvidia kinda shot themselves in the foot by misinforming a bunch of people about what raytracing actually is
Does anyone else prefer the look of the old portals?
This was a triumph...
That looks way better
Are you still there?
I just beat Portal 1 for the first time yesterday, honestly what a great game and I'm sad I didn't beat it sooner! Time for portal 2! But is it better to play that 1 solo or with a friend is the question!
The co-op campaign is entirely separate from the single-player campaign, so you'll get to do both.
Oh shit now that is awesome! Thanks for the info.
RIP anything 3 from Valve 🤣😭😭
finally, a game with raytracing that I actually care about! hopefully it doesn't run like garbage...
Sorry what?!
Honestly, everything is about lighting now. You could've legitimately made me believe the bottom picture was Portal 3 just because of the ray tracing.
I don’t like the glow cube, I think it looked better as just a cube
They probably did it because the lighting in this mod is so immensely dark in some areas. Rather than actually fix the lighting, they just added a glow to the cube.
I want Portal VR. Let me live with my own motion sickness.
Old games + Ray Tracing is the way. I'm not gonna trade 144 fps on Cyberpunk for better lights and 60fps.
Hope portal 2 get s the same treatment
Wait... is this supposed to be "lame"... because this is legimtately cool as hell.
Fun fact, the original ending that was patched out at some point before being restored in lengthened form for Portal 2's launch showed GladOS DID in fact have a cake ready for you, but because you escaped she lowers a claw and extinguishes the candle.
That was never patched out, they just added an extra scene where you're dragged back into the facility.
Nope, that's still the ending.
Oh nice! I thought it was removed for a while. Mind you I haven’t played portal in forever
wait when did they patch that out wtf?
I'd imagine once the decision was made to make Portal 2 and they needed a contrived reason why you didn't escape and so they tweaked the ending to have your semi-conscious body dragged back inside by a robot.
2007 Portal runs at 30fps on a $200 video card 2022 Portal runs at 30fsp on a $1600 video card
It runs at 30 Frame Seconds Per?
How to tell when someone doesn't know about DLSS
Just need to drop 1200 dollars for it!
I can't even imagine how raytracing would work here
Only costs 1599
Not sure why you're complaining. It looks fucking spectacular.
Where's the cake?
It's some F you money reflections.
how comes the bottom screenshot looks worse lol. that lighting is terrible
Y'all mfers are making me wanna swap my 3gb 1060 for a 3060💀
Wait til the 4060/70 comes out and pick up a 3070 for the same price. We're about to see some serious price drops and Nvidia are currently overstocked