Portal 2 engine branch: Difference between revisions
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[[File:Sp_colo_tbeam_paint0241.jpg|340px|thumb|Blob particles 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 It was superseded by the {{csgobranch|2}}.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}}. | 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 It was superseded by the {{csgobranch|2}}.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 Portal 2 engine branch the latest Source 1 branch with newest features (alongside {{tf2branch|1}}) that still being actively maintained by Valve.}} | {{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|4}} 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, used for elevator screens in Portal 2. | : 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]] | ||
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; [[linked_portal_door|World portals]] | ; [[linked_portal_door|World portals]] | ||
: World portals that can seamlessly link together separate 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# | ; [[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.] | ||
=== Tools === | ===Tools=== | ||
; {{hammer|1}} new features | ; {{hammer|1}} 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 {{dota2|1}} maps (during | : '''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. | ||
=== PS3 exclusive features === | ===PS3 exclusive features=== | ||
; Official {{PS3|1|nt=0}} Support | ; Official {{PS3|1|nt=0}} Support | ||
: 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.'' | : 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.'' | ||
Line 48: | Line 48: | ||
: {{p2|1}} on PS3 supports PlayStation Move motion controller. | : {{p2|1}} on PS3 supports PlayStation Move motion controller. | ||
== Availability and usage == | ==Availability and usage== | ||
List of games that runs on {{p2branch|3}}. | List of games that runs on {{p2branch|3}}. | ||
{{see also|[[:Category:Portal 2 engine branch games]]}} | {{see also|[[:Category:Portal 2 engine branch games]]}} |
Revision as of 05:04, 25 August 2025



The Portal 2 engine branch was introduced with Portal 2 in 2011. It was forked from the
Left 4 Dead engine branch between
and
, with some elements (and new features) from the
Alien Swarm engine branch (which it succeeded). It was superseded by the
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.

Features
New since the 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, 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 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 runs on Portal 2 engine branch.
- 2011
Portal 2
- 2012
Portal 2 Sixense Perceptual Pack (delisted)
- 2015
Portal Stories: Mel
- 2021
Portal Reloaded
- 2012
- 2011
Dino D-Day (formerly
Left 4 Dead engine branch).
- 2013
Tactical Intervention (delisted)
- 2013
The Stanley Parable
- 2014 Consortium (delisted)
- Replaced by Unreal Engine 4 remaster named Consortium Remastered. However the 2014 version of the game is still available if you purchase the Remaster or Consortium VR.
- 2015
The Beginner's Guide
- Based off
The Stanley Parable engine.
- Based off
- 2016
INFRA
- TBA
PUNT
- 2014
Aperture Tag: The Paint Gun Testing Initiative
A third-party, heavily modified version of this engine used for Titanfall & other games by Respawn Entertainment, called the Titanfall branch, is also available, and it is used on the following games:
- 2014
Titanfall (delisted)
- 2016
Titanfall 2
- 2019
Apex Legends
- 2014
Source code and SDK Base for these branches is not available. However, authoring tools exist for custom content.