Image: Valve

Valve’s critically acclaimed puzzle-platform sequel, Portal 2, has received a new update that introduces Vulkan support into the game. Most modern systems should have little difficulty running the nearly decade-old title (the ancient ATI Radeon X800 and NVIDIA GeForce 7600 are listed in its system requirements), but support for the low-level API should help Portal 2 excel on an even broader range of platforms and hardware, such as Linux and integrated GPUs.

Portal 2’s February 18 update also includes a lengthy list of improvements and bug fixes, such as high-DPI support, the addition of a 360-degree spin action, and a portal gun that is now properly affected by dynamic lights. The full list of changes may be found below.

Portal 2 February 18 Update

Improvements

  • Implemented a Vulkan render backend (currently accessible through the -vulkan command line parameter).
  • Improved compile time for Perpetual Training Initiative puzzles.
  • Improved advanced video settings descriptions.
  • Made the game Hi-DPI aware.
  • Smarter default video settings.
  • Improved resolution of player avatars throughout the game.
  • Players can now be invited to play co-op on controller.
  • Button text contrast and padding has been improved when using a controller.
  • Implemented a 360° Spin action.
  • The portalgun is now correctly affected by dynamic lights (projected textures) in the scene.
  • Improved client-side prediction for coop play.
  • Added the ability for workshop levels to pack particles into their map with a particles/map_manifest.txt
  • Misc. rendering optimizations.
  • Added an icon to the game on Linux.
  • Removed the “Trading Coming Soon” button.

Bug Fixes

  • Fixed a crash on startup that could happen on Linux.
  • Fixed a crash that could occur in some community test chambers using BEEMod on Linux.
  • Fixed the credits being corrupted on Linux.
  • Fixed the intro videos for acts 2 and 3 not playing on Linux.
  • Fixed the game starting in the top left corner of the screen on Linux. Fixed a crash in the PeTI if you placed a light strip above a laser catcher on the floor and linked it to a fizzler.
  • Fixed the fizzler not playing the retract animation when turned off in new PeTI maps.
  • Fixed being able to copy ‘uncopyable’ items in the PeTI leading to invalid/broken levels.
  • Fixed some items in PeTI not maintaining their portalability state when expanding the chamber boundaries.
  • Fixed a crash if PeTI avatars could not be retrieved.
  • Fixed Cave Johnson’s lines not progressing when playing queued workshop levels.
  • Fixed a memory leak that could occur when changing levels.
  • Fixed a bug where you could no longer ping/taunt via mouse/keyboard if you have ever used a controller.
  • Fixed the ping menu being visible when quick pinging on controller.
  • Fixed the game instructor not respecting input types for respective players in split-screen mode.
  • Fixed rumble not being respected for respective players in split-screen mode.
  • Fixed the wrong avatar being used if playing coop after playing a workshop level.
  • Fixed the OnFiredPortal2 output not firing.
  • Fixed some text being duplicated on the screen multiple times.

Portal 2 draws from the award-winning formula of innovative gameplay, story, and music that earned the original Portal over 70 industry accolades and created a cult following,” Valve’s description reads.

“The single-player portion of Portal 2 introduces a cast of dynamic new characters, a host of fresh puzzle elements, and a much larger set of devious test chambers. Players will explore never-before-seen areas of the Aperture Science Labs and be reunited with GLaDOS, the occasionally murderous computer companion who guided them through the original game.”

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10 Comments

  1. Gotta look good on those 1050’s.

    It’s been a day or two since I played the Portal games. I may gander at it out of curiosity

  2. Completely f*cking unnecessary, considering the game is over a decade old, and when it came out Source Engine was already hella old and could run on everything well, but still very much appreciated. Vulkan all the things, I say. Also mad props to them for continuing to patch and support this game, considering it’s age.

  3. [QUOTE=”DrezKill, post: 29988, member: 230″]
    Completely f*cking unnecessary, considering the game is over a decade old, and when it came out Source Engine was already hella old and could run on everything well, but still very much appreciated. Vulkan all the things, I say. Also mad props to them for continuing to patch and support this game, considering it’s age.
    [/QUOTE]

    As I recall the Source engine was built to be modular, so they [I]could[/I] be in the process of modernizing the modules for future title use.

    I always thought it was a shame it didn’t get more widespread use. From the limited experience I have with the console in source, I liked it a hell of a lot more than Unreal Engine.

  4. What’s going on with Source 2 these days? Aahh, I see it was last used in [I]HL Alyx[/I]. Looks like that game has both a Vulkan renderer and D3D11 renderer, cool. But I assume Portal 2 is still running on Source 1 even after this new update?

  5. [QUOTE=”Dan_D, post: 30010, member: 6″]
    I don’t understand the benefit of doing this. The game can run on a potato.
    [/QUOTE]

    Maybe they have caught the remaster bug that is going on, or maybe one of the programmers got bored waiting on staff to deceide what game to make next.

  6. Perhaps as part of getting the new engine ready they first figured out how to introduce new rendering api. After all if they can speedily plug in or out different api into their engine it makes it far more future proof.

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