Linked_Portal_door Render Glitch
Now you could fiddle around with func_visclusters in order to determine where and what is visible, but I guarantee this will produce other visibility and performance issues.
Your best bet is to change your puzzle and get rid of the world portals. They are buggy and usually confusing for the player.
First, when you fire a portal, that is technically a world portal with a texture over it. The blue (or orange) swirling ...thing... you see around the opening is merely an animated texture that Valve overlayed on the World Portal.
Second, LINKED world portals are not the issue. The issue is the game engine. Yes, a linked_portal_door renders things oddly. However, a regular world portal does the same thing.
Valve never tested the visual stability of the world portals because they were not planning to use them in the final game. They failed to think about the fact that portals fired from the portal gun have the same problems since they are essentially the same thing. So using world portals will remain problematic until Valve gets off their collective butts and fixes the game engine.
As to being confusing to the player, speak for yourself ChickenMobile. Not everyone is going to be confused by the shift in spacial orientation. After all, some of the puzzles in the retail game RELY on this effect. I, for one, do not have a problem with reorienting myself in space like this.
EDIT: Also the func_viscluster's have stopped working and I have no idea what I did. Could someone explain to me the "proper" way of using them so that I can keep a prop rendered even if I don't look at it so I can see it through the world portals?
Sockdude wrote:
EDIT: Also is there any other way to keep a prop rendered when not looking at it without func_viscluster's because it seems to only work if the entire map is incased in one which causes lag.
Try making a visclusters with two brushes, one filling the room on one side of the linked portal door, and the other filling the room on the other side. Tie these to the same entity so that you will always guarantee one room will be rendered while you are in the other. Hopefully this should help without impacting the performance too too much.
EDIT: I have removed the coop rooms so it is just like it was when it was working but the visclusters still won't work no matter how I put them. Could there be some sort of setting preventing it from working?
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.
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.)