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Linked_Portal_door Render Glitch

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JakeeeD wrote:
BenVlodgi wrote:
your graphics settings will change how many portals are rendered through, but you just have to accept that maybe you will have this problem =

I actually wonder why they had to "improve" the graphics options screen and remove ability to tweak amount of rendered portals and stuff like that.

The HL2 kind of options menu would have been better for low-end machines as you wouldn't have to keep shader level on minimum because of overused reflections, bloom and swaying vegetation.

I apologize for off-topic.

The reason for this is probably rather easy: Portals seeing other portals create the so called Droste Effect the computer could calculate this infinitely; and also the objects in it. However; there will be infinite amounts of players being rendered; one prop will be calculated infitly etc etc; causing a horrible problem.

The team at valve decided that seeing through four portals was enough; if you put some orange gel down and create an infinite run; you;ll always see two sets of working portals; then a closed one. In coop you can see all four portals at the same time as well. These are the cases that exist in the game and so that limit is perfect.

If you're messing with world portals it is possible to create more than 4 visible portals at the same time. This will cause glitches because it is limited to four.

I think it's not a random variable in the settings because in the normal game no-one would notice.

Lpfreaky90 wrote:
Portals seeing other portals create the so called Droste Effect the computer could calculate this infinitely; and also the objects in it. However; there will be infinite amounts of players being rendered; one prop will be calculated infitly etc etc; causing a horrible problem.

The limit was 9 in the original game (according to max setting for rendered portals) and they told in the commentary about some trickery for that "hall of mirrors" effect (copying and downscaling the rendered portals to the ones where it wouldn't matter anymore etc.), so I don't think it would be a problem.

Of course they have probably rewritten the whole portal rendering code, so they render differently in Portal 2.

(The textures have some oddity too. Even on full settings, textures decide to stay muddy and ugly but there's bloom and reflections everywhere. Woo. I would prefer HQ textures over that shining and blooming, but the game just decides my GPU wouldn't be capable to display a couple of 2048x2048 textures instead the gloomy doom of bloom.)

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