![]() The Aperture VR: Thinking Without Portals mod has brought the Half-Life Refreshment Center Test Chambers experience to life. Having gone from era to era, and the facility dilapidated, or partially demolished, and being rebuilt repeatedly, the number of chambers has increased from the first Portal era to the Portal2 era. They also operate as light sources for many of the chambers. The dull, grey walls are flanked by observation room windows, likely designed to give the subject the impression that they are constantly being evaluated by an unseen person, or group. The test chambers have a sterile feel to them, looking, very much, like clinics, or laboratories. This leaves a lot of scientists trapped, and a good number of test subjects dead as a result of her unforgiving testing. Her creators seize control despite the havoc she creates, but she soon breaks free of their control and accomplishes her goal. The artificial life form attempts to gain control of the facility housing the chambers. The plan goes awry when GlaDOS is first activated. They were set up in, according to game history, in the ’70s by Aperture Science to test products. Half-Life Test Chambers have a dark history. By making the mod’s Source Pack widely available, they hoped to attract a wider team of developers to create more test chambers for the VR title. The portals seem to be a good basis for something more, and it seems the development team has similar hopes. This is intended to enable developers to create custom test chambers in VR. The creators even went as far as offering a Source Pack which includes all scripts, maps, models, prefabs, etc. The Aperture VR mod features over 200 models, either ported or freshly created. It took a team of four developers and less than a month to put the demo together. Instead of merely exploring the map, and picking items, one encounters some challenges. This time around, players were able to interact with the environment, thanks to the added gameplay that this mod comes with. In 2020, the game’s developers teased fans with a mod that allowed one to walk through a Portal 2 map. The mod does a phenomenal job of recreating Valve’s Portal 2 – despite the Portal Gun being absent from this playable mod. The mod features no Portal Gun but enables the use of Half-Life: Alyx-native Gravity Gloves, which will aid one in pulling objects (cubes in this case) closer. Article taken from as Aperture VR – Thinking Without Portals, the mod enables players to play without the need for a Portal Gun. Hopefully we will find out whatever NEON PRIME actually is from Valve soon. Great to see Valve support their classic titles for so long. ![]() Portal 2 additionally noted in the update it had "Fixed some controller input bugs" as well. Why the need for the translation between graphics APIs? This was before Source 2, which eventually gained Native Vulkan support, so these older ports didn't have it available. With DXVK 2.0, they're ready to take advantage of all the extra performance improvements to be found there. Then Valve began updating each of them all to DXVK last year to give them better performance on Linux desktop and Steam Deck. ![]() So what does this mean? Well, the original Linux ports used TOGL to convert the original Windows Direct3D rendering system over to OpenGL. With the recent release of DXVK 2.0, the Direct3D 9 / 10 / 11 to Vulkan translation layer, it pulled in DXVK-Native for Native Linux builds and so Valve has upgraded Half-Life 2, Portal, Portal 2, Left 4 Dead 2.
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