@@jan_harald No 2kliksphilip wrote a movie called Caroline, it takes place in the Portal/Half-Life universe, there's even a cheat code for it in Portal RTX Edit: Typo, yea the pear shows up
you guys have both got it wrong, he accidentally mistyped the name of the film. It’s not Caroline, it’s the hidden gem Cerilona. Loved the movie as a kid, although they should’ve improved the CGI and made it look more like a 2d animation
I really love the idea of relighting and updating textures for old games. Making them look like the pre-rendered marketing and cover art from back then... As long as the art design remains faithful to the originals style. The original Deus Ex would be a great game to remaster like this!
I'd love to see hl2 but doesn't really have any sick looking environments except for the citadel. I'd like to see something more realistic like stalker having ratracing, like an anomaly lighting up its environment. Wow
@@jackatk glados' original human form was named caroline, and was mentioned multiple times in portal 2. So the code is most likely a reference to that.
I couldn't tell if he was trolling or not... Okay the comment about the spelling of the name tells me he is just a huge troll! Good job, you made me comment...
@@ricememes that's so stupid, why would they reference a game within the same genre within the same dev group within the same company within the same series? it makes much more sense that they were all fans of Coraline and unanimously decided to include all these references to such a great movie
5:12 the reason it doesn't "concentrate" the light is because caustics are one area of 3d rendering (let alone real-time rendering) that are still very difficult and time-consuming to simulate accurately. I would be an order of magnitude more impressed with Portal RTX if they had working caustics, and it would make me very happy. (Caustics are where light gets refracted through glass and hits something other than the camera)
Saw a video about that recently. The guy rendered a scene with a prism scattering light in blender and it took him like 20 hours rendertime on a high end system.
@NelyL Well, related to caustics there is another challenge. Even if you can render the caustics, showing them through a refractive material, or in a reflection (like a mirror) won't work without additional trickery. I believe this is referred to as "SDS caustics" because in addition to the specular to diffuse (SD) caustics (the normal ones you see) they also have to be visible in a second specular (S) medium. I'm sure there are other things that can't easily be done in real-time yet, but I can't think of any others off the top of my head.
And even to get caustics to even look good you need to shoot out even more rays into the scene which would make performance far worse, possibly making it so that it's Seconds per Frame instead of Frames per Second
Kliks dropping one of the best, most unexpected "your mom" joke I've heard almost killed me, literally, I almost choked when I heard it it caught me off guard so much
Somehow plushie rendering tech is out of this world. Look for screenshots of the "substitute doll" that's in Smash for Wii U. It looks crazy realistic compared to the rest of the game.
The "BlackMesa" cube may be hinting that underneath that fabric cover lies a Black Mesa logo. It could be the case that Aperture's portal experiments are derived from stolen Black Mesa tech.
@@Skikopl Because, you know, Aperture had a working portal system decades before Black Mesa did? Just because BM MIGHT be older than Aperture (We don't have a founding date for BM that I know of), it does not mean they are more advanced. sm
@@mattwoodard2535 pretty sure they stole from each other whenever possible, just in different ways. Corporate espionage seems like a very aperture thing to do, but we also know that black mesa 'stole' govornment contracts by somehow getting in ahead of aperture on projects they shouldnt have known about, being more efficient in testing, and being overall more professional and willing to work on projects with explicitly millitary application.
@@mattwoodard2535 but they have different approaches to teleportation. Black mesa goes through a whole Alien Hub area to teleport and use their technology. I don‘t think Black Mesa ever wanted anything from aperture, but aperture hated black mesa and they wanted to compete with teleportation.
The Blackmesa code probably is referencing the Orange Box, as it is literally an orange box. It just so happens that the Orange Box came with Portal and Half Life 2 (and TF2), so there is a link there.
*Huhum*, *acwtually* The Cave Jhonson cube is a reference to a early version off portal 2 script, where you would discover that cave was still alive as an "Ai" inside a modified companion cube.
5:07 - To make lenses concentrate light with ray tracing, they would have to implement caustics which are very difficult to render, especially in real time.
The Jensen cube's gold covering looks more like the heat proof gold foil of the Apollo moon landers to me. Not sure how it links to Jensen at all but canonically Aperture Science was involved in the space programme.
@@carbharharbcar5867 Pinned by 2kliksphilip 2kliksphilip 8 hours ago (edited) Right! Thanks to the power of crowd sourcing, some suggestions about the more vague cheats: *Jensen is referencing the nvidia voyager space realtime simulation, which has a golden foil texture like the one seen on the cube.
Your humor is so strange and combining it with my lack of sleep has made me feel like I lost my mind when you went on about Coraline and leather jackets
i've never watched this channel before, and so far this guy was giving fairly generic posh british guy vibes. so this 4:46 came out of nowhere and actually made me choke on my water. i don't think i've ever laughed at a "ur mom" joke before now
It's possible to get true before and after screenshots by going to rtx menu, dev settings, game setup, going to the UI textures drop-down, and selecting a non ui texture map. You will eventually stumble upon one which causes remix to completely hide, and let the original game render underneath. Neat little trick
presumably in DirectX 8 mode, so not representative of how the original Portal is supposed to look. Much better to record a demo and play it back in both versions of the game.
Just re-watched these 3 portal videos you made, as I have now finally bought Portal in 2023 and played through it. I know I'm very late to playing it, but tbf I was 4 when it was released lol. Anyway tho, very good videos these are, I enjoy your content :D I played through the OG portal instead of the RTX version, because I can't really run it that well. I can still get ~50fps using ultra-performance DLSS, which let me see what ray tracing was like in this game, and it's pretty cool! Hopefully I'll have better specs one day but I've got a 2070 which is good enough for most things.
Stumbled here randomly and Hey look, it's that guy from that other channel I watch! Great video, great content, dropping a sub for sure. I didn't even know these were a thing and i'm mostly through the game..
It makes sense that the lens cubed don't magnify, and that the ice cubes don't cast lightish weird shadows. Because that would be caustics. And those are reaaally expensive and hard to do. So it makes sense they're disabled. Although having them faked might be cool? But at that point it wouldn't be real ray tracing anymore would it?
I think you're right. I want to say I remember Portal 2 concept art that had a stitched/quilted pattern on her jumpsuit that is really similar to the cube.
Right after you put down that first Portal I knew approximately where that map was! It is Nova Prospekt, I think, in the room with the turrets on a ledge...never mind, I was wrong, it is the room with the Antlion Guard. Also, that raytracing and cat A.I at the end is really good!
the skull cube is also a reference to the same design one in portal: still alive! not digital though, of course. still very nice, its a small reference but brings joy.
The Iso-blackmesa skin I think is a joke that Aperture stole the cubes from Black Mesa and had orange tarps put over the black mesa logos to replace them with Aperture logos.
Man I'm 100% with you on the whole people going out of their way to hate this just because their computers don't run it today at high framerates outlook. I played through portal rtx on my 3080 and it definitely ran like a 3 legged dog unless I played it on ultra performance, but I don't see that as a reason to hate it. Instead it seems like more of a reason to be excited for future tech where you actually see tangible performance uplifts.
While I don't hate raytracing I do think these past few years have been made strange by it. It is objectively a better way to light stuff but for the past 4 years performance at native resolution has been poor, but that doesn't matter because Nvidia have thrown bucket loads of money at game studios to support it early. How long will it be until we're back to pre-raytracing performance? Did it get pushed into the mainstream too soon? The same question gets asked of heat pumps, EVs, wind power etc but they've all become pretty good before going for mainstream acceptance.
I think it can be argued that it was and now we're only at the stage where it's all tech demos like PhysX was years ago. In a generation or two I think ray tracing will become a staple in modern graphics, especially if consoles make it a regular thing by then. DLSS and other upscaling tricks shouldn't be ignored for modern hardware too because it can enable games like Metro Exodus remastered or whatever its called to run at around 100 fps on something like a 3060ti. The """midrange""" 40 and 7000 series are knocking at our doors and hopefully Nvidia and AMD price these a little more competitively and the 3060ti RT performance is brought down to around the $200 mark.
@Roman would you have used any upscaling tech pre-raytracing? Sure they weren't as good then but to drive that 4k screen at 100fps would you have been okay upscaling from 720p?
I mean if I had a 4k 120hz/144hz screen and it looked as good as it does yeah. For me the biggest reason to use DLSS is usually the image quality alone. If we were in a weird timeline where I could access a GPU like a 2060 super when Crysis 3 first came out and the game had DLSS and I was on a 4k 120hz display I would definitely use it.
@Roman interesting, for me upscaling was the last resort. High native, low native, if that's not good enough drop the resolution too and play in windowed mode. I think that was due to non-integer scaling looking bad. I'll have to give modern upscaling a try.
I love how he has a whole discussion on how liking portal rtx doesnt mean hes a nvidia shill and then when he walks i away you can see he’s wearing a nvidia sweater. These hidden jokes are gold.