Comments (30)
Is he using the Portal version?
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can't we just disable that player VR view? annoying thing, anyone knows how to?
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I also tried with a few Source games, all from the 2013 branch (Half-Life 2, Portal and Portal 2). I haven't even seen evidence that they are attaching.
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I also tried with a few Source games, all from the 2013 branch (Half-Life 2, Portal and Portal 2). I haven't even seen evidence that they are attaching.
You have to put the DLL in the bin folder at the root of the game
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Putting it in the bin folder makes it worse
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You have to put the DLL in the bin folder at the root of the game
Which DLL? I'm guessing d3d9.dll?
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yep
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I'm currently trying it with GMod, game runs in backround with no invocation that it runs at all besides Task Manager and Steam
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No evidence of Remix injecting either
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I'm having this issue too, with .trex and .dll moved to bin
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I'm having this issue too, with .trex and .dll moved to bin
I didn't even get as far as Route Kanal. After the Gman speech at the beginning, the entire map went gray except for a few bullet holes in the train car. The instructions talk about selecting specific textures to filter out, but I don't think that's related. I'll have to load up a few other maps and see what they look like. Also, halfpeeps, hello from a subscriber!
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Pretty sure Source won't work/will barely work out of the box.
Twitter User igorzdrowowicz is currently working on RTX for HL2 by redoing the meshes and textures, and also using custom fixes to make it work in the first place.
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As far as I'm aware, the grey screen occurs when decals for impacts appear
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Is he using the Portal version?
Yes, he started the work when RTX for Portal was released.
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Has anyone tried running HL2 with DirectX 8 instead of 9? Nvidia chose to use DX8 for their RTX release of Portal, I wonder if we might get better luck if we use it also.
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Portal seems to work failry well with Remix actually, need to do the HL2 specific setup (put .trex and d3d9.dll in /bin/ folder) as opposed to regular but works fine after setting up UI textures in Remix Menu
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actually never mind, portal rendering doesn't exist
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Source 2013 clamps the dxlevel to a minimum of 80, which will still use shaders if it absolutely can (sm1.1 or 1.4). This seems to stop remix from being able to capture most of the world geometry.
Setting client.shaderVersion
to 0
in bridge.conf just causes Source to crash immediately, rather than forcing the fixed function fallback that the Portal RTX version of remix seemed to.
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I'm currently having a hard time understanding how to use RTX Remix at all for HL2 or any other games based on Source Engine.
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Please try running Half Life 2 using these instructions:
Half Life 2 recommended installation instructions:
1. Install Half Life 2 and PortalRTX. Make sure both are fully updated - Portal With RTX just got a bugfix patch as of 2:30 PST today.
2. Copy the contents of "common\PortalRTX\portal_rtx\cfg" to "common\Half-Life 2\hl2\cfg" overwriting existing files
3. Copy the contents of "common\PortalRTX\bin" to "common\Half-Life 2\bin" overwriting the existing files
4. Copy rtx.conf and dxvk.conf from "common\PortalRTX" to "common\Half-Life 2"
5. Extract the contents of Remix 0.1.1 to "common\Half-Life 2\bin" overwriting existing files
6. Launch from steam.
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Half-Life.2.2023.04.14.-.23.44.07.03.Dvr.mp4
It works now, but it looks... odd.
EDIT: Ignore the music, I sometimes listen to music while doing... well, anything.
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@sniperstyx go to:
common/Half Life 2/hl2/cfg/autoexec.cfg
add these lines:
// disable 3d skies
r_3dsky 0
// set correct fov for viewmodels
viewmodel_fov 90
and change this:
cl_first_person_uses_world_model 0
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@sniperstyx go to:
common/Half Life 2/hl2/cfg
add these lines:
// disable 3d skies r_3dsky 0 // set correct fov for viewmodels viewmodel_fov 90
and change this:
cl_first_person_uses_world_model 0
Those aren't the major issues, but the textures in general are. They are all shiny and weird and somewhat misplaced. They all seem to reflect everything, including on NPCs, rough surfaces and any other surface it shouldn't be able to reflect anything.
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Those aren't the major issues, but the textures in general are. They are all shiny and weird and somewhat misplaced. They all seem to reflect everything, including on NPCs, rough surfaces and any other surface it shouldn't be able to reflect anything.
That's to be expected. Raytracing needs "physical" properties of surfaces to properly work. In an ideal situation we'd now go in and add this information for all the materials in the world. For now you can go in and edit the material override settings in the developer options of rtx remix.
as a quick fix you can set the roughness here to max and it'll get rid of the shinyness
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Ohhh, I see now. Thanks for the clarification.
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can't we just disable that player VR view? annoying thing, anyone knows how to?
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closing as @MarkEHenderson 's steps resolved this for me.
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@MarkEHenderson Just tried this with fresh installs of each game. Sadly this method no longer works and the game ends up rendering barely anything. I can see the skybox and a few poly's but that's it.
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@MarkEHenderson Just tried this with fresh installs of each game. Sadly this method no longer works and the game ends up rendering barely anything. I can see the skybox and a few poly's but that's it.
try this #25 (comment)
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