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Portal 2 engine branch: Difference between revisions

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The {{portal2branch|4}} was introduced with {{portal2|4}} in 2011. It succeeded the {{asbranch|4}} and was superseded by the {{csgobranch|4}}.
{{source topicon}}{{p2 topicon}}
{{Note|{{csgo|4}} used to be on the branch that debuted with it, but as of {{cs2|4}}'s official release, which upgraded the game to Source 2 with a different name, this makes Portal 2 as the latest Source 1 branch available, partly.}}
{{Infobox engine
| title = Portal 2 engine branch
| image2 = Overgrown_test.jpg
| imagetooltip2 = In-game screenshot of {{p2|1}}, running on {{p2branch|1}}.
| developer = [[Valve Corporation]]
| platform = {{Win|1}}</br>{{mac|1}}</br>{{linux|1}} <small>(2014)</small></br>{{360|1}}</br>{{ps3|1}}
| releasedates = April 18, 2011
| sdk = {{p2tools|1}}
| forks = {{tfbranch|2}} <small>(heavily modified)</small>
| previousengine = {{asbranch|2}}
| nextengine = {{csgobranch|2}}
}}
[[File:Portal_2_-_Screenshot_6.jpg|340px|thumb|Improved shadow mapping in {{p2|1}}.]]
[[File:Sp_colo_tbeam_paint0241.jpg|340px|thumb|Blob particles in {{p2|1}}.]]
The {{portal2branch|4}} was introduced with {{portal2|1}} in 2011. It was forked from the {{l4dbranch|2}} between {{L4D}} and {{l4d2}}, with some elements (and new features) from the {{asbranch|2}} (which it succeeded). It was superseded by the {{csgobranch|2}}. With the release of Portal 2, this marks the first time Source engine was ported to {{ps3|1}}, since the release of {{tob|1}}.
{{Note|{{csgo|1}} used to be on the branch that debuted with it, but as of {{cs2|1}}'s official release, which upgraded the game to Source 2, and renamed CS:GO to Counter-Strike 2, this make the Portal 2 engine branch the latest Source 1 branch with the newest features (alongside the {{tf2branch|1}}) that is still being actively maintained by Valve.}}


== Features ==
==Features==
New since the {{asbranch|2}} is:
New since the {{asbranch|4}} is:


; Improved [[W:shadow mapping|shadow mapping]]
; Improved [[W:shadow mapping|shadow mapping]]
: The entity {{ent|env_projectedtexture}} is significantly improved. Compared to previous implementations, it has higher default resolution, better edge filtering and support for the caching of shadows from static objects.
: The entity {{ent|env_projectedtexture}} is significantly improved. Compared to previous implementations, it has higher default resolution, better edge filtering and support for the caching of shadows from static objects.
; [[Vgui_movie_display | Video playback]] on [[material]]s
; [[Vgui_movie_display|Video playback]] on [[material]]s
: Added support to render [[Wikipedia:Bink Video|Bink Video]] in-game on surfaces.
: Added support to render [[Wikipedia:Bink Video|Bink Video]] in-game on surfaces, used for elevator screens in Portal 2.
; [[render_blobs|Blob particles]]
; [[render_blobs|Blob particles]]
: A particle renderer that renders blobs of liquid, used for paint gel in Portal 2.
: A particle renderer that renders blobs of liquid, used for paint gel in Portal 2. A similar blob particles system are originally present in {{src07|1}} or {{src09|1}}, but was disabled in code.
; [[linked_portal_door|World portals]]
; [[linked_portal_door|World portals]]
: World portals that can seamlessly link together seperate parts of the world. This feature is exclusive to this engine branch.
: World portals that can seamlessly link together separate parts of the world. This feature is exclusive to this engine branch.
; [[Soundscripts#Operator_stacks|Sound operators]]
; [[Soundscripts#Operator stacks|Sound operators]]
: For defining complex audio behaviour.
: For defining complex audio behaviour.
; [[Water_(shader)#Basetexture_Flow|Finished water debris flow]]
; [[Water (shader)#Basetexture Flow|Finished water debris flow]]
: The base texture water flow feature from the Alien Swarm engine branch has been finished, with [https://steamcdn-a.akamaihd.net/apps/valve/2011/gdc_2011_grimes_nonstandard_textures.pdf#page=23 flowed normals now distorting color lookup and the flow map's alpha channel controlling color map opacity.]
: The base texture water flow feature from the Alien Swarm engine branch has been finished, with [https://steamcdn-a.akamaihd.net/apps/valve/2011/gdc_2011_grimes_nonstandard_textures.pdf#page=23 flowed normals now distorting color lookup and the flow map's alpha channel controlling color map opacity.]
; Official {{PS3|4|nt=0}} Support
: Of little use to modders, needless to say! PS3 is now officially supported by Valve, thanks to this, most of the Source games runs on PS3 can be properly optimized and runs properly unlike the PS3 port of {{TOB}} [[The Orange Box (Console)|The Orange Box]] which was developed by EA, ended up suffered from occasional frame drops and other technical issues.


== Availability ==
===Tools===
* {{Portal2|4}}
; {{hammer|1}} new features
** {{Portal2Sixense|4}}
: '''DotA Camera''' - restrict the camera to be in the DotA orientation and distance from the ground. Likely included because Valve likely used Portal 2 Hammer to create {{dota2|1}} maps (during its development), or simply was mistakenly (or for whatever reason) backported to Portal 2 Hammer.
** {{Portalreloaded|4}}
** {{psm|4}}
* {{Punt|4}}
* {{ddd|4}} - Previously running on the {{l4dbranch|4}}.
* {{infra|4}}
* {{tacint|4}} (delisted)
* {{tsp|4}}
* {{tbg|4}}


A third-party, heavily modified version of this engine used for {{titanfall|3.1}} & other games by Respawn Entertainment, called the {{tfbranch|4}}, is also available, and it is used on the following games:
===PS3 exclusive features===
:*{{titanfall|4}} (delisted)
; Official {{PS3|1|nt=0}} Support
:*{{titanfall2|4}}
: PS3 is now officially supported by Valve. Unlike the PS3 port of {{TOB}} [[The Orange Box (Console)|The Orange Box]], which was outsourced to Electronic Arts (EA), which ended up suffering from occasional frame drops and other technical issues as Valve had difficulties utilizing the SPEs cores on the PS3 at the time. The PS3 version of {{p2|name}} takes advantages of SPEs cores on the RSX processor, allowing for better performance. ''Of little use to modders, needless to say.''
:*{{apex|4}}
; MLAA [[anti-aliasing]]
: Post-processing effect used to reduce stair-step (aliasing) effect on geometry and transparent textures, while having less performance impact compared to [[MSAA]].
; {{steamicon|1}} integration ([[Steamworks]])
: {{ps3|1|4}} version of {{p2|4}} features Steam integration. Achievements are synced with both PSN and Steam, and PS3 users were able to complete co-op levels with Steam friends. Steam services on PS3 were shut down in 2016.
; PlayStation Move support
: {{p2|1}} on PS3 supports PlayStation Move motion controller.


Source code for both branches is '''not''' available. However, authoring tools exist for custom content.
==Availability and usage==
* {{Game link|Portal 2 Authoring Tools}}
List of games that run on {{p2branch|3}}.
{{see also|[[:Category:Portal 2 engine branch games]]}}
* {{Code|2011}} {{Portal2|4}}
** {{Code|2012}} {{Portal2Sixense|4}} (delisted)
** {{Code|2015}} {{psm|4}}
** {{Code|2021}} {{Portalreloaded|4}}
* {{Code|2011}} {{ddd|4}} (formerly {{l4dbranch|2}}).
* {{Code|2013}} {{tacint|4}} (delisted)
* {{Code|2013}} {{tsp|4}}
* {{Code|2014}} [[Consortium]] (delisted)
** Replaced by {{ue|1|nt=4}} remaster named '''Consortium Remastered'''. However the 2014 version of the game is still available if you purchase the Remaster or Consortium VR.
* {{Code|2015}} {{tbg|4}}
** Based off {{tsp|2}} engine.
* {{Code|2016}} {{infra|4}}
* {{Code|TBA}} {{Punt|4}}
* {{code|2014}} {{attpgti|4}}
 
'''A third-party, heavily modified version of this engine used for {{titanfall|3.1}} & other games by Respawn Entertainment, called the {{tfbranch|4}}, is also available, and it is used on the following games:'''
:* {{Code|2014}} {{titanfall|4}} (delisted)
:* {{Code|2016}} {{titanfall2|4}}
:* {{Code|2019}} {{apex|4}}
 
Source code and SDK Base for these branches is '''not''' available. However, authoring tools exist for custom content.
* {{p2tools|2}}
{{Branch-navbox}}
[[Category:First-party engine branches]]

Latest revision as of 10:45, 28 August 2025

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Portal 2 engine branch
In-game screenshot of Portal 2, running on Portal 2 engine branch.
In-game screenshot of Portal 2, running on Portal 2 engine branch.
Developer(s)
Release date(s)
April 18, 2011
Forks
Titanfall branch Titanfall branch (heavily modified)
Improved shadow mapping in Portal 2.
Blob particles in Portal 2.

The Portal 2 engine branch Portal 2 engine branch was introduced with Portal 2 in 2011. It was forked from the Left 4 Dead engine branch Left 4 Dead engine branch between Left 4 Dead and Left 4 Dead 2, with some elements (and new features) from the Alien Swarm engine branch Alien Swarm engine branch (which it succeeded). It was superseded by the CS:GO engine branch CS:GO engine branch. With the release of Portal 2, this marks the first time Source engine was ported to PlayStation 3, since the release of The Orange Box.

Note.pngNote:Counter-Strike: Global Offensive used to be on the branch that debuted with it, but as of Counter-Strike 2's official release, which upgraded the game to Source 2, and renamed CS:GO to Counter-Strike 2, this make the Portal 2 engine branch the latest Source 1 branch with the newest features (alongside the Team Fortress 2 branch) that is still being actively maintained by Valve.

Features

New since the Alien Swarm engine branch Alien Swarm engine branch is:

Improved shadow mapping
The entity env_projectedtexture is significantly improved. Compared to previous implementations, it has higher default resolution, better edge filtering and support for the caching of shadows from static objects.
Video playback on materials
Added support to render Bink Video in-game on surfaces, used for elevator screens in Portal 2.
Blob particles
A particle renderer that renders blobs of liquid, used for paint gel in Portal 2. A similar blob particles system are originally present in Source 2007 or Source 2009, but was disabled in code.
World portals
World portals that can seamlessly link together separate parts of the world. This feature is exclusive to this engine branch.
Sound operators
For defining complex audio behaviour.
Finished water debris flow
The base texture water flow feature from the Alien Swarm engine branch has been finished, with flowed normals now distorting color lookup and the flow map's alpha channel controlling color map opacity.

Tools

Hammer new features
DotA Camera - restrict the camera to be in the DotA orientation and distance from the ground. Likely included because Valve likely used Portal 2 Hammer to create Dota 2 maps (during its development), or simply was mistakenly (or for whatever reason) backported to Portal 2 Hammer.

PS3 exclusive features

Official PS3 Support
PS3 is now officially supported by Valve. Unlike the PS3 port of The Orange Box The Orange Box, which was outsourced to Electronic Arts (EA), which ended up suffering from occasional frame drops and other technical issues as Valve had difficulties utilizing the SPEs cores on the PS3 at the time. The PS3 version of Portal 2 takes advantages of SPEs cores on the RSX processor, allowing for better performance. Of little use to modders, needless to say.
MLAA anti-aliasing
Post-processing effect used to reduce stair-step (aliasing) effect on geometry and transparent textures, while having less performance impact compared to MSAA.
Steam integration (Steamworks)
PlayStation 3 version of Portal 2 Portal 2 features Steam integration. Achievements are synced with both PSN and Steam, and PS3 users were able to complete co-op levels with Steam friends. Steam services on PS3 were shut down in 2016.
PlayStation Move support
Portal 2 on PS3 supports PlayStation Move motion controller.

Availability and usage

List of games that run on Portal 2 engine branch.

A third-party, heavily modified version of this engine used for Titanfall & other games by Respawn Entertainment, called the Titanfall branch Titanfall branch, is also available, and it is used on the following games:

Source code and SDK Base for these branches is not available. However, authoring tools exist for custom content.