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
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
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.
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.
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
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.
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
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.
It's a commonly used UI library. Reshade uses it, but it's not exclusive or developed specifically for it. Reshade is just the most well known thing that uses it and seems people associate it with it.
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.
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: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-H4q3iiAjKcI.html
@potsmoker54 no its the rtx remix in this mod that is the culprit if it was implemented natively instead of a mod overlay it probably would be way more optmized
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.
I'm very interested to see the "tricks" they used to make one of the most stable games on one of the most stable engines ever run worse than any game I have literally ever seen. On a 2080 super it was running 720p at high settings, 40 fps. Any higher resolution or settings and it was unplayable. The only way to have it at a playable frame rate was to have it at a resolution so low that it literally didn't look better than the original from 2007...
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 :(
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)
Honestly I was incredibly disappointed to find how poorly this ran on my 2070 at 1080p. Of course this whole thing is a marketing stunt to sell their newer cards, but they could've at least TRIED to optimize it
It is optimized. This is full bore RTX like minecraft RTX. Your 2070 is no where near powerful enough to expect to run a balls to the wall ray traced scene without any struggle. Its literally the 2nd worst card thats capable of running real time raytracing at all.
@@Wylie288 my 2070 can run other games that not only look better than Portal RTX, but also use raytracing and run at over 100FPS on max settings, then I think that's a pretty safe bet that Portal RTX is not a well-optimized game.
The problem is that those other games aren't actually doing the same thing that Portal RTX is doing. Most other raytraced games use a hybrid approach where 80-90% of their engine is using traditional techniques and the remaining 10-20% are raytraced, while Portal RTX is _completely_ raytraced. The two games that are the closest to it would be Minecraft RTX and Quake 2 RTX as both are extremely close to being fully raytraced (MC RTX is, but I believe Q2RTX does rasterise the camera's view of the scene), but the former uses caching to get away with only having to trace 1-2 bounces and the latter straight limits its bounces. Comparatively, Portal RTX I believe _starts_ at 4 bounces, and can go higher if you push the settings up. Just because a game says its raytraced doesn't mean that it's raytraced in the same way that other games are.
@@jcm2606 The problem with this whole strategy is that it fails as a marketing tactic for Nvidia's technology. It essentially indicates to people that raytracing is still isn't mature enough of a technology to be viable for the current hardware that most gamers have in their PCs.
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!
i tried running this using a 2080 super. 5 minutes into the game i crapped out closed the game. this dude just casually spawning boats like its nothing.
I wish I could have played it properly but even my 3080 at 1440p needs DLSS cranked so high to hit 60fps that it was a blurry, flickering mess. Trying it at 5120x1440 was basically pointless, it had to be upscaled so severely that it was unplayable
I tried to code this with my build in camera qr code , the sponsor is a scam that 2kliks has acquired please do not acquire them if they're tasting for the future :)
I tried running this on my RX6600 today... After crashing about 5 times I was able to get stable 8 FPS in the menu and it didn't even look that good because of the upscaling (set to performance). While fiddeling with the advanced options and crashing about 50 more times I was able to get 15 FPS but it looked horrible. I didn't expect any different from my (arguably cheap) GPU so it's fine, just wanted to share my experience.
Nice to know they actually did remake the actual Portal wall Materials and just chose to use portal 2 looking wall textures for now reason -_- , I watched ur OG Portal RTX video and would like to point out I haven't seen a single video whining about the style... I legit saw the art and immediately noticed it wasn't Faithfully remade assets which was disappointing. imagine HL rtx just using HL2 looking art for no real reason. Just... not right.
If anyone wants to know the rest of the codes for different cubes heres the ones I remember Fullypathtraced Physicallybased Bridge Caroline Cavejohnson Omniversekit 40series Deliciousandmoist Themoreyoubuythemoreyousave Blackmesa Jensen Directillumination Hope you enjoy!
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!
The original game _did_ have GI since it baked its lighting and baked lighting at the time generally did have (low quality) GI. The key to knowing that this is working is that it's producing similar results to the original game at higher quality levels _and with dynamic objects,_ since the original game couldn't do advanced lighting for those objects.
I got a 3080 and can only run this at 35-50 fps. Thats sad. Hoped it would be a bit more optimized. It feels sluggish, jumping through the air and aiming with the portal gun if you are below 50fps.
I finally tried Portal RTX myself. I was a bit confused by the mixed reception, but once I started the game I understood. This is extremly difficult to run for a normal machine. And that makes me wonder, for all its promises and cool stuff, is it worth it? Portal shouldnt be that difficult of a game. And its a prominant example, not just a random project of a modder. If there is such a dip in performance, I just hope the tool can be used in a more efficient way.
thats jsut how it is. ray tracing is hard thats why we keep using all this upscaler and frame generation stuff jsut to squeeze performance out of underdeveloped ray tracing units.
Why shouldn't Portal be that difficult of a game to run when you move it to bleeding-edge rendering tech that's pushing the boundaries of what _latest_ cards are capable of? Not poking fun, genuinely asking for why you think it shouldn't be.
@@jcm2606 Of course it depends a little on the comparison. Any 2D game would be far less demanding. But compare a testchamber from portal to a town in skyrim. The testchamber has simple geometrie, very few physic entities, even fewer npcs and basicly nothing to do in the background. In a Skyrim town you have very complex geometries, many geometries and even more NPCs. And in the background it might need to track the development of quests and stuff. So Portal is a good (performance wise) category of game, and Id think its less demanding than some similar games like the talos principle. But thats just my guess. Im not an expert in video game performance.
I managed to try out Portal RTX, but rendering at 320x240 I get 20FPS on my RX 6700S with the settings set to high, and all the sample counts cut in half
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
Huh, I played through Portal RTX as normal, never thought about looking for codes like these. Altough if I had spawned as many cubes as you, might GPU might've melted
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.
I tried it as it said it was supported by all ray-tracing capable GPUs. I got the 6900 XT. I got 1 to 0.5 FPS in 1440p 😄😢 So not quite the game to play yet :P