Since, as far as I know, Remix just replaces all already existing lights with RTX lights, the "fake" light under the lightbulb seems to be just a remnant of Source map-making.
@@michawhite7613 Even with baked lighting it needs lights placed to bake in the first place. I doubt the final map completely strips out static light info.
5:35 DLSS is doing a lot of heavy lifting on filtering the raw rays even without the denoiser pass. By disabling it you can see the proper unfiltered image
This was simply something else. Really enjoyed the editing and explanation of things, thank you Philip. Your style has a certain "atmosphere" to it and I love it.
I'm desperately waiting for an update on when RTX Remix will release. I'm already going crazy thinking about all the old games this would be perfect for.
@@Mart-E12 I wanna try the really old lego games, or star wars Knights of the old Republic. Even mass effect legendary edition might work? Idk if it fits the requirements
I've heard it will only work on games with DX8/9 that uses fixed render pipeline, which seems to not be the case for every DX8/9 game. So now i'm worried on how many games I'll be able to use Remix
3:48 Look at the calendar in the room! It shows the release of RTX 4000 in green and even the announcement date of the RX7000 graphics cards from AMD in red!
@youlikekrabbypattiesdontyo9818 Depends on what you need it for. I do 3D rendering which requires an NVidia card for their IRAY rendering engine which is NVidia only. Anything else would revert to CPU rendering and be very slow.
The extra effort put into adding Cheats for Portal RTX is actually pretty sweet but the impostor light fixture is kind of bizarre. Nvidia themselves showed off how easy it was to modify a blue lantern from Morrowind to have physically accurate lighting, and I assume making the light bulb have an emissive property would have been even easier. My best guess is there wasn’t enough light fixtures in Portal to warrant the effort.
Nope - they just didn´t attach the light to the fixture, it is just a point in space which doesn´t move on collision. An emissive texture would work (if you also deleted the original light), however would be less efficient than putting a good ol' classic point light on the spot. This is a correct and modern implementation still.
@@jeantuathail I wouldn't say correct implementation since the fixture was meant to move dynamically, keeping it as a point light is a poor demonstration of what RTGI can achieve without artificial lighting.
The best ray tracing example i had (except of the bouncy balls) was a cube riding in front of me in the air duct and being mirrored by all walls at the same time.
Emissive materials used as a light are way less efficient than other types of lights, so I'm guessing making the light bulb realistic wasn't worth it since you can't make it swing otherwise
That does make sense, Portal with RTX is already the most demanding graphical mod to date, it needs all the optimization it can muster. The room you start in also already seems to be performance intensive even with this optimization, I guess all the glass in the room could be the culprit.
The glass definitely doesn't help. As much as they say this is complete full on ray tracing it actually isn't. There are no caustics which is the heaviest thing to render and make rendering realistic glass hell. If they enabled the light bulb as a purely emissive material with no additional light and enabled caustics then image in that room would just be a noisy mess
Not using an emissive material wasn't necessarily a mistake on their part. RTX Remix only runs as a layer between DirectX and whatever is shown on screen, so it has no direct effect on the game world. The reason for why the light remains static is because it's that way in the original map, and they implemented a converter that just converted all Source map lights into light sources that could be used by their RTX layer. This is good because it means that they didn't have to invent some new original RTX map format, and vanilla Portal maps work out of the box. It also allows creating custom maps even without having access to any RTX Remix software
3070 user here. i think ray tracing is not quite ready yet. i still need an aggressive DLSS to get 60+ fps in any ray traced game at 1440p. i played portal RTX with performance or ultra performance DLSS and i got around 70fps. i get 50fps with performance DLSS in cyberpunk. only control ran really well with quality DLSS at around 80fps. that being said, DLSS works really well, and except for a couple of bloom flickers i can't tell DLSS and native apart. for now i'd say you can get a good experience just watching RTX videos on youtube, since it often feels like you're just playing a tech demo that will eventually be the standard.
@@simpson6700 I have the previous gen the 2070s, and I got between 40-50 fps on low settings at 720p. I can definitely do without the ray tracing for now and I think with certain games the screenspace reflections are pretty good anyway. I still get amazed at water reflections in Half Life 2!
Fun fact: the fact that airboats aren't locked behind sv_cheats inspired a memerun category where instead of portals you use airboats to complete the test chambers, since you can get in from one side and get out on the other to help you cross gaps. They can also be spawned in walls, and there's no collision check between the player and the seat when you get in, so you can use it to clip through walls. Also it's interesting at 5:00 that Chell is t-posing in the reflection. I figured she was always animated but maybe she's only animated when you can see yourself through a portal? Seems like a strange optimization since it can't be taking up that much processing power. Video about the run from Msushi: th-cam.com/video/H4q3iiAjKcI/w-d-xo.html
hey klik! i tried running hammer editor in this branch of portal and to my surprise it opened a certain map made for sfm with ray traced lights. The map contains a func_reflective_glass brush and it is reflecting everything around. Maybe you could get the hammer working properly cuz it is just janky
You missed a QR code in test chamber 17 when you were supposed to incinerate the companion cube there was a code in the incinerator on the right hand side. My QR code scanner couldn't read it because of all the flames and smokes.
To cheat: - act dishonestly or unfairly in order to gain an advantage, especially in a game or examination Welp, time to use the hundreds of airboats to gain an advantage in portal!
There are a few more codes you missed, like the one under a radio or on a milk carton. It took me forever to get close enough to scan one under office chairs.
the lightbulb issue might be that remix is replacing the original "light" entity instead of actually adding emission to the model, if the original wasn't a light_dynamic
I see people mentioning the code under the radio, but there's also one behind the security cameras. Probably lots of these scattered in places like this.
The veiwmodels actually work just fine in non RTX Portal. I don't know why they are messed up in the RTX version. maybe shadow/reflection calculations?
I didnt know these codes went different places, the only one I scanned, which wasnt in the video, was inside the incinerator that you drop the companion cube in
ok, I remember them showing off their high quality companion cube model and then getting to the companion cube and it was normal, I was really disappointed, I had no idea I had to enable that with a cheat lol
I assume that putting that many lenses in a row creates a higher f-stop, so it is, in fact, working but it's either too dark or it's too bright behind you so can't see through it.
Regarding the lightbulb at the start: Powerful lights that are supposed to light up an entire room are seldom emissive lights, as they cannot be sampled like bespoke lights, creating more noise. It's not really laziness. Even in offline renders, it's not uncommon to place "fake" point lights under bulbs or other sources of light to properly illuminate the room. It might be laziness not parenting it to the light fixture, but there might also be a reason, as maybe some lights are set as "non-moving", improving performance in some way. Not even path tracing can get by without cheats.
You can't parent lights in the *normal* Source Engine, the only "light" entity that you can parent is the env_projectedtexture which is a flashlight with dynamic lights. Edit: I forgor the light_dynamic, but no one remembers it though. It's a basic light that illuminates the lightmaps (pixels) of the lighting, it doesn't do any direct lighting calculation.
@@gustavodutra3633 I didn't expect that limitation, curious. Do you know why? Moving lights are allowed though right. If they are, I can't see why parenting them to another object would be problematic.
@@GreenDave113 The "light" entity is mostly used by the pre-baked light compiler used by the Engine, you can't move it because the engine itself doesn't compile the light. But the light entity still stored in the map for processing basic lighting on moving objects, props for example, it does only ambient lighting, basic shading and stuff like that. They could modify the engine to make the light entity movable, but the RTX remix doesn't do that it only "overlays" the assets used by the game and don't directly modify it, so most of engine's limitations are still there.
NVIDIA has actually come up with a clever solution for this called ReSTIR, which is apparently used in Portal RTX. ReSTIR essentially allows spatial and temporal reuse of known good paths, essentially letting the path tracer prioritise paths that it knows contributed the most to the image both in neighbouring pixels and in past frames. Knowing this I assume that the point light is either an oversight from earlier in development or a necessity due to a limitation in how Remix can procedurally generate the material maps (ie it may need to piggyback off the existing light source metadata in the engine to determine what surfaces should emit light).
This game plays well on my RTX 3090, but I do need to use the performance or ultra performance dlss to get a good frame rate for 2560x1600 resolution monitor (I'm have M1 Macbook Air using parsec on my desktop pc)
I dig the noisy look actually. If it were random per frame, it would be exactly film grain, a visual effect that Valve manually added to Left 4 Dead. With ray tracing (in Blender at least) the noise seems to be consistent across frames unless you randomise the seed.
It should already be random if the game is using temporal accumulation, which I assume it is since I can see some classic signs of it accumulating samples. Since temporal accumulation reuses samples across multiple frames there needs to be a way to have each frame contain a meaningfully different set of samples to add to the accumulated output, and the easiest and most obvious way to do that is to simply randomise the seed each frame to change the directions that rays are being traced in.
If you're planning on doing more Half Life 2 in Portal RTX videos make sure to enable the 2D skybox in "Step 3. Sky Textures". It makes the game look more like actual HL2 (without the 3d skybox though)
I found one of the codes on the bottom of the radio in the first turret sequence, but I can't for the life of me remember what it scanned as. I had no idea you could use them as cheats :(
they could have also parented the light to the light fixture so it sways with it, Lazy deving 101 (which is what this tool will mostly be used for sadly, unless modders really go all out)
Since, as far as I know, Remix just replaces all already existing lights with RTX lights, the "fake" light under the lightbulb seems to be just a remnant of Source map-making.
I'm willing to bet that the original game didn't have a light there. Valve uses mostly baked lighting.
@@michawhite7613 Just because the lighting is baked doesnt mean that light isnt there
@@michawhite7613 Even with baked lighting it needs lights placed to bake in the first place. I doubt the final map completely strips out static light info.
Yep, if you hit that light in the original Portal, no lighting actually changes
@@michawhite7613 the light was there, it just wasn't a dynamic light. There are (as far as I know) no dynamic lights in Portal.
5:35 DLSS is doing a lot of heavy lifting on filtering the raw rays even without the denoiser pass. By disabling it you can see the proper unfiltered image
This was simply something else. Really enjoyed the editing and explanation of things, thank you Philip. Your style has a certain "atmosphere" to it and I love it.
there are also qr codes behind the cameras that are on the wall that look at you while youre doing puzzles
Also on the bottom side of radios.
Also on one of the slides of the anti-Black Mesa presentation in the office section
Also under the milk carton!
how to tell if someone didn't watch the video instantly
Also in the incinerator and in the pc
I'm desperately waiting for an update on when RTX Remix will release.
I'm already going crazy thinking about all the old games this would be perfect for.
Mirror's Edge and Unreal Tournament 2004 are the ones I'd like to upgrade personaly
@@Mart-E12 id love to see dark messiah of might & magic
@@lilthreadd that's a name I have not heard in a while!
@@Mart-E12 I wanna try the really old lego games, or star wars Knights of the old Republic.
Even mass effect legendary edition might work? Idk if it fits the requirements
I've heard it will only work on games with DX8/9 that uses fixed render pipeline, which seems to not be the case for every DX8/9 game. So now i'm worried on how many games I'll be able to use Remix
3:48 Look at the calendar in the room! It shows the release of RTX 4000 in green and even the announcement date of the RX7000 graphics cards from AMD in red!
@youlikekrabbypattiesdontyo9818 Depends on what you need it for. I do 3D rendering which requires an NVidia card for their IRAY rendering engine which is NVidia only. Anything else would revert to CPU rendering and be very slow.
"Your browser can't play this video. " Thanks TH-cam :)
Weird. What browser are you using?
I had the problem but it solved itself about 7 minutes ago.
"An rtx graphics card is needed to watch this video"
Incredible how Portal with RTX is so demanding that even people’s browsers can’t handle videos about it
H264 encodes should be the first thing TH-cam creates, and everything should support H264...
"They rather short sightedly did not anticipate players to fill these test chambers with vehicles"
Ah, the half life community, never ceases to amaze
there is also a QR code inside the incenerator where you have to burn the companion cube. wasn't able to scan it though.
took me a few minutes to scan it, had to disable bounced lighting I think
Also under the radio!
Same!! I was trying for like 5 minutes but my phone wasn't able to scan it
It says 40series
4:18 Good to see they kept the RTX 4090 life-size 🤣
The extra effort put into adding Cheats for Portal RTX is actually pretty sweet but the impostor light fixture is kind of bizarre. Nvidia themselves showed off how easy it was to modify a blue lantern from Morrowind to have physically accurate lighting, and I assume making the light bulb have an emissive property would have been even easier. My best guess is there wasn’t enough light fixtures in Portal to warrant the effort.
Nope - they just didn´t attach the light to the fixture, it is just a point in space which doesn´t move on collision.
An emissive texture would work (if you also deleted the original light), however would be less efficient than putting a good ol' classic point light on the spot.
This is a correct and modern implementation still.
@@jeantuathail I wouldn't say correct implementation since the fixture was meant to move dynamically, keeping it as a point light is a poor demonstration of what RTGI can achieve without artificial lighting.
The best ray tracing example i had (except of the bouncy balls) was a cube riding in front of me in the air duct and being mirrored by all walls at the same time.
I'm shocked that the digital companion wasn't the default in this version
Truly a rtx experience thank you 3kliksphilip
Emissive materials used as a light are way less efficient than other types of lights, so I'm guessing making the light bulb realistic wasn't worth it since you can't make it swing otherwise
That does make sense, Portal with RTX is already the most demanding graphical mod to date, it needs all the optimization it can muster. The room you start in also already seems to be performance intensive even with this optimization, I guess all the glass in the room could be the culprit.
The glass definitely doesn't help. As much as they say this is complete full on ray tracing it actually isn't. There are no caustics which is the heaviest thing to render and make rendering realistic glass hell. If they enabled the light bulb as a purely emissive material with no additional light and enabled caustics then image in that room would just be a noisy mess
They just forgot to parent the light to the model
Not using an emissive material wasn't necessarily a mistake on their part. RTX Remix only runs as a layer between DirectX and whatever is shown on screen, so it has no direct effect on the game world. The reason for why the light remains static is because it's that way in the original map, and they implemented a converter that just converted all Source map lights into light sources that could be used by their RTX layer. This is good because it means that they didn't have to invent some new original RTX map format, and vanilla Portal maps work out of the box. It also allows creating custom maps even without having access to any RTX Remix software
@@squigglycups5666 Well that's true lol
Everything in this video is time so perfectly that I kept chuckling at literally the right point
I laughed to much on the mug drop at 3:08
RT: "you can even see the shadow of the lightbulb" Epic will totally play with 20 FPS on FullHD.
6:07 "This is what peek raytracing looks like"
2:30 oh boy philip. You have NEVER seen a portasl speedrun? Thats the whole thing. They clip out and use the outside walls to skip whole levels
3:15 that's hysterical 🤣 i love it
3:46 this is hilarious. The devs had a lot of fun with this lol
goodbye lense flare, portal eyes are philip's best friend now
airboats are clearly part of the game's intended design since they're not locked behind sc_cheats lol
this is insulting, it turns the entire game into immersive advertising.
This kind of stuff legitimately makes me want to upgrade to an RTX card, it’s just, sooo awesome
3070 user here. i think ray tracing is not quite ready yet. i still need an aggressive DLSS to get 60+ fps in any ray traced game at 1440p. i played portal RTX with performance or ultra performance DLSS and i got around 70fps. i get 50fps with performance DLSS in cyberpunk. only control ran really well with quality DLSS at around 80fps. that being said, DLSS works really well, and except for a couple of bloom flickers i can't tell DLSS and native apart.
for now i'd say you can get a good experience just watching RTX videos on youtube, since it often feels like you're just playing a tech demo that will eventually be the standard.
@@simpson6700 Yeah I think until ray tracing runs well without requiring upscaling, it is going to be a tough sell
@@simpson6700 I have the previous gen the 2070s, and I got between 40-50 fps on low settings at 720p. I can definitely do without the ray tracing for now and I think with certain games the screenspace reflections are pretty good anyway. I still get amazed at water reflections in Half Life 2!
Glad you bit on the marketing. But if you want to pay a few grand for a tech demo, all the power to you
@@grahambbeck Those aren't screenspace reflections (which are either horrible to look at or very expensive when not horrible to look at).
You might need to disable DLSS on top of disabling the denoiser to see exactly what's going on with ray tracing.
I love playing through valve games and then going online to have some guy tell me things about the game I never would have noticed in 100 playthroughs
Would a moderately wet fish be appropriate, Philip?
@@2kliksphilip he has spoken!
Fun fact: the fact that airboats aren't locked behind sv_cheats inspired a memerun category where instead of portals you use airboats to complete the test chambers, since you can get in from one side and get out on the other to help you cross gaps. They can also be spawned in walls, and there's no collision check between the player and the seat when you get in, so you can use it to clip through walls.
Also it's interesting at 5:00 that Chell is t-posing in the reflection. I figured she was always animated but maybe she's only animated when you can see yourself through a portal? Seems like a strange optimization since it can't be taking up that much processing power.
Video about the run from Msushi: th-cam.com/video/H4q3iiAjKcI/w-d-xo.html
this video gave me warm vibes, nice upload, always keeping us informed
You can add the sky and sky lighting back to the half life 2 maps if you go into the RTX settings and select the sky textures from the list.
Gordon also holds things by his crotch, you can see it in 3rd person.
I played this game and had no idea that's what the QR codes were for! Now I gotta go back!
0:13 i welcome u to airboat%
Another QR code can be found inside one of the projector rooms where it talks about the difference between Black Mesa and Aperture Science.
In the starting room, under the radio, there is an additional QR code that reads out as: "blackmesa"
the graphic card cubes 💀, didn't think that there would be easter eggs
I honestly can't wait for RTX Remix to launch. Just for the original Splinter Cell trilogy and also Deus Ex 1 and Human Revolution
Doctor: Every dream has a meaning.
My dream: 0:11
hey klik! i tried running hammer editor in this branch of portal and to my surprise it opened a certain map made for sfm with ray traced lights. The map contains a func_reflective_glass brush and it is reflecting everything around. Maybe you could get the hammer working properly cuz it is just janky
They put more work into this game than i expected then too. Cant wait for my 2070 to utterly crap itself doing 1/4 of the stuff you just did. Lol
3:27 so this is turret's weakness right?
"....this mod"
I like this phrasing!
You missed a QR code in test chamber 17 when you were supposed to incinerate the companion cube there was a code in the incinerator on the right hand side. My QR code scanner couldn't read it because of all the flames and smokes.
To cheat:
- act dishonestly or unfairly in order to gain an advantage, especially in a game or examination
Welp, time to use the hundreds of airboats to gain an advantage in portal!
1:49 Ah, crotch gravity gun. Classic Garry's Mod. Classic Mingebag.
You missed the "delicious and moist" QR code from the presentation slides
There are a few more codes you missed, like the one under a radio or on a milk carton. It took me forever to get close enough to scan one under office chairs.
And how long will it take before you share with us what they were? 🙃
1:15 what the hell was that
I wonder if the Jak and Daxter decompilation would look good with raytracing. Maybe not, but I'd like to see it regardless.
the future looks like it costs an arm and a leg
" ...Part 1? Depends if the series crashes and burns as spectacularly as the one I had lined up for Levitation!" xD
The incinerator at the end was so realistic i started to smell smoke coming from an undetectable source. help
Underneath the keyboards inside the employee area after the fire pit, there's a QR code that scans to "caroline"
Underneath the chairs in the same area, a QR code with "physicallybased"
Underneath some other type of chair: "cavejohnson"
funny how they still left in the airboats even after spending so much time on it
Now I want a mod that replaces stuff like fire and smoke effects with real time calculated ones
there's another qr code in the bottom of the first radio you find, that room where you start at, scans "blackmesa"
the lightbulb issue might be that remix is replacing the original "light" entity instead of actually adding emission to the model, if the original wasn't a light_dynamic
I see people mentioning the code under the radio, but there's also one behind the security cameras. Probably lots of these scattered in places like this.
I also saw a QR inside the insenerator somewhere you drop the companion cube at the end of one of the chambers
Holy shit those are cheat codes?! I've been disapointed everytime I scanned a qr code that just says something like blackmesa
That alyx is so creepy
what a short-handed mistake by the devs to not assume people would be spawning boats into the game. Amateur developers.
Remember the airboat speed run, lol.
The veiwmodels actually work just fine in non RTX Portal. I don't know why they are messed up in the RTX version. maybe shadow/reflection calculations?
There’s another code on the milk, keyboard, both types of chairs.
I can't wait for your take on Chat-GPT
I didnt know these codes went different places, the only one I scanned, which wasnt in the video, was inside the incinerator that you drop the companion cube in
I started my PC gaming journey in 2011. Seeing this is actual, literal magic to me
lol, if on a decade you already got bored of rasterization, you will die on 2030
"...and two of the new power connectors!"
"I'm scared"
L M A O
1:52 OWO, my kind of woman.
Femboy
@@Sebdet9 Femboys don't have chest danglers, I want chest danglers.
@@Intelwinsbigly hrt
@@Sebdet9 If they could still top, maybe.
Lol
ok, I remember them showing off their high quality companion cube model and then getting to the companion cube and it was normal, I was really disappointed, I had no idea I had to enable that with a cheat lol
I assume that putting that many lenses in a row creates a higher f-stop, so it is, in fact, working but it's either too dark or it's too bright behind you so can't see through it.
1:50 Well that's just nature pocket. Where else were you going to store all those weapons?
Regarding the lightbulb at the start:
Powerful lights that are supposed to light up an entire room are seldom emissive lights, as they cannot be sampled like bespoke lights, creating more noise. It's not really laziness. Even in offline renders, it's not uncommon to place "fake" point lights under bulbs or other sources of light to properly illuminate the room. It might be laziness not parenting it to the light fixture, but there might also be a reason, as maybe some lights are set as "non-moving", improving performance in some way.
Not even path tracing can get by without cheats.
You can't parent lights in the *normal* Source Engine, the only "light" entity that you can parent is the env_projectedtexture which is a flashlight with dynamic lights.
Edit: I forgor the light_dynamic, but no one remembers it though. It's a basic light that illuminates the lightmaps (pixels) of the lighting, it doesn't do any direct lighting calculation.
@@gustavodutra3633 I didn't expect that limitation, curious. Do you know why? Moving lights are allowed though right. If they are, I can't see why parenting them to another object would be problematic.
@@GreenDave113 The "light" entity is mostly used by the pre-baked light compiler used by the Engine, you can't move it because the engine itself doesn't compile the light. But the light entity still stored in the map for processing basic lighting on moving objects, props for example, it does only ambient lighting, basic shading and stuff like that.
They could modify the engine to make the light entity movable, but the RTX remix doesn't do that it only "overlays" the assets used by the game and don't directly modify it, so most of engine's limitations are still there.
Okay but when you release a tech demo specifically showcasing light, its kind of embarassing.
NVIDIA has actually come up with a clever solution for this called ReSTIR, which is apparently used in Portal RTX. ReSTIR essentially allows spatial and temporal reuse of known good paths, essentially letting the path tracer prioritise paths that it knows contributed the most to the image both in neighbouring pixels and in past frames. Knowing this I assume that the point light is either an oversight from earlier in development or a necessity due to a limitation in how Remix can procedurally generate the material maps (ie it may need to piggyback off the existing light source metadata in the engine to determine what surfaces should emit light).
Wow, it's so cool ! I love it!
THIS IS THE DEFINITIVE WAY TO PLAY PORTAL!!!!!!!!!!!!!!!!!!!!!!
4:31 the level of detail is insane
Those Easter eggs are amazing
Your FPS is so much higher than what my 3070 churns out the raytracing keeps up much better!
This game plays well on my RTX 3090, but I do need to use the performance or ultra performance dlss to get a good frame rate for 2560x1600 resolution monitor (I'm have M1 Macbook Air using parsec on my desktop pc)
it was a painful experience seeing my 2070 super struggling like that in this game
Imagine RTX for S.T.A.L.K.E.R. Anomalies! Light emissions at night time would look incredible!
Kliks discovering speedrun strats is fun... Also the GPU cube is how the RtX 6090 will be.
RTX 6090: with **nice** ray-tracing
Hey, since airboat spawning doesn't require sv_cheats 1, it could be used in a TNC (technically not cheating) speedrun!
Didnt think I would be reminded of Chex Quest today....
I want this RTX Cube Companion as a PC case with this huge fan
I dig the noisy look actually. If it were random per frame, it would be exactly film grain, a visual effect that Valve manually added to Left 4 Dead.
With ray tracing (in Blender at least) the noise seems to be consistent across frames unless you randomise the seed.
It should already be random if the game is using temporal accumulation, which I assume it is since I can see some classic signs of it accumulating samples. Since temporal accumulation reuses samples across multiple frames there needs to be a way to have each frame contain a meaningfully different set of samples to add to the accumulated output, and the easiest and most obvious way to do that is to simply randomise the seed each frame to change the directions that rays are being traced in.
un-de-noised raytracing looks sick as hell and almost like film grain wth
That Jab at the end was unexpected
Thx mate, saved me upwards of a thousand bucks ^^
hmm, yes. Hail RTX CUBE
If you're planning on doing more Half Life 2 in Portal RTX videos make sure to enable the 2D skybox in "Step 3. Sky Textures". It makes the game look more like actual HL2 (without the 3d skybox though)
Congrats phillip, MSN recommended me this video. That counts as officially making it to the major leagues, right?
2:41 black hole 😳
I found one of the codes on the bottom of the radio in the first turret sequence, but I can't for the life of me remember what it scanned as. I had no idea you could use them as cheats :(
blackmesa if I recall correctly
they could have also parented the light to the light fixture so it sways with it, Lazy deving 101 (which is what this tool will mostly be used for sadly, unless modders really go all out)
You could probably change the view model to be more reminiscent of half life 2
i had no idea there were hidden QR codes. i more or less speedran the game and took a break whenever i found a neat looking room.