HL_2 PS Vita
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Chat: t.me/HL_2_PSVitaChat [ENG] Stay tuned for news on the Source engine (Half-Life 2) port for PS Vita! [RUS] Следите за новостями порта движка Source (Half-Life 2) на консоль PS Vita!
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Kanal postlari
[🇬🇧ENG]
We decided to replace the separate comments chat with our main chat @HL_2_PSVitaChat. It is now officially linked to the channel.
The reason is that we have a Discord server, and we do not want to scatter your attention or duplicate platforms. We want the communication to be lively and concentrated, not diluted across a dozen different places. We are waiting for everyone in the main chat/discord!
[🇷🇺RUS]
Мы решили заменить отдельный чат комментариев на наш основной чат @HL_2_PSVitaChat. Теперь он официально привязан к каналу.
Дело в том, что у нас появился Discord-сервер, и мы не хотим распылять ваше внимание и дублировать площадки. Мы хотим, чтобы общение было живым и концентрированным, а не размывалось по десятку разных мест. Ждем всех в основном чате/discord!
@HL_2_PSVita
| 2 | We have a Discord server!
https://discord.gg/RFGq8gn2C | 368 |
| 3 | [🇬🇧ENG]
Half-Life 2 PlayStation Vita Port Development Progress: Multithreading Integration and Engine Optimization
Work on the Half-Life 2 port for PlayStation Vita has reached a milestone with the completion of a critical overhaul of the tier0 system module. A major achievement was the implementation of a full multithreading architecture, enabling engine computations to be distributed across the three ARM Cortex-A9 processor cores.
Key technical results:
Performance: By offloading the Havok physics engine and entity logic to separate cores, peak frame rates in test scenarios rose from 4 to 60 FPS (averaging 28–30 FPS under heavy load).
Synchronization: Mutexes were implemented to ensure proper thread interaction, and an endianness incompatibility issue between the engine source code and the console architecture was resolved.
Graphics and Loading: 3D rendering has been fully offloaded to the GPU. The updated Fast Loader 2.0 module reduced asset loading times by 40%.
[🇷🇺RUS]
Прогресс разработки порта Half-Life 2 на PlayStation Vita: интеграция многопоточности и оптимизация движка
В рамках работы над портом Half-Life 2 для PlayStation Vita завершен критический этап переработки системного модуля tier0. Главным достижением стало внедрение полноценной многопоточной архитектуры (multithreading), позволившей распределить вычисления движка по трем ядрам процессора ARM Cortex-A9.
Ключевые технические результаты:
Производительность: Благодаря выносу физического движка Havok и логики сущностей на отдельные ядра пиковая частота кадров в тестовых сценариях увеличилась с 4 до 60 FPS (в среднем 28–30 FPS под высокой нагрузкой).
Синхронизация: Для корректного взаимодействия потоков внедрены мьютексы (mutex), а также решена проблема несовместимости порядка байтов (endianness conversion) между исходным кодом движка и архитектурой консоли.
Графика и загрузка: 3D-рендеринг полностью переведен на GPU. Обновленный модуль Fast Loader 2.0 сократил время загрузки ресурсов на 40%.
@HL_2_PSVita | 537 |
| 4 | Matn yo'q... | 0 |
| 5 | [🇬🇧ENG]
Half-Life 2 for PS Vita
State of the Art
Artificial Intelligence has been fully integrated and is functioning correctly. Loader 2.0 successfully loads node graphs and rebuilds them on the fly.
The Havok physics engine is operational. Currently, 80% of the frame time is consumed by Havok; this will be optimized in future iterations by removing fast math, as the CPU is not designed to utilize the MPU.
Tails are functioning. However, the trainstation02 level presents issues where light passing through windows causes volumetric subtraction of NPCs and props, resulting in visual anomalies. Nevertheless, the scene "pick up that can" is operational. A minor graphical glitch remains, which can be observed in the latest beta release.
Textures are functioning correctly, including dumped maps.
Actions such as grab and use are operational.
Loader Performance:
- Fast Loader 2.0: 40% improvement in Stage 1.
- Texture Loader (Stage 2): 10% speed improvement.
The GL loader is functional, with all 3D rendering offloaded to the GPU.
Memory Heap: Approximately 100 MB of free memory available without shaders.
Non-functional Features:
- Teleports (currently causing the player to be pushed beyond the map boundaries).
- Shaders.
- Bullet traces (though sparkles and light traces function).
- Bullet holes.
- Blood effects.
[🇷🇺RUS]
Half-Life 2 для PS Vita
состояние на данный момент
Искусственный интеллект полностью интегрирован и работает корректно. Загрузчик 2.0 успешно загружает графы узлов и перестраивает их на лету.
Физический движок Havok работает. В настоящее время 80% времени кадра потребляется Havok; в будущих итерациях это будет оптимизировано путем удаления быстрых вычислений, поскольку ЦП не предназначен для использования MPU.
Хвосты работают. Однако на уровне trainstation02 возникают проблемы, когда свет, проходящий через окна, вызывает объемное вычитание NPC и объектов, что приводит к визуальным аномалиям. Тем не менее, сцена «подними банку» работает. Остается незначительный графический сбой, который можно наблюдать в последней бета-версии.
Текстуры работают корректно, включая дамп-карты.
Действия, такие как захват и использование, работают.
Производительность загрузчика:
- Быстрый загрузчик 2.0: улучшение на 40% на этапе 1.
- Загрузчик текстур (этап 2): улучшение скорости на 10%.
GL-загрузчик работает, весь 3D-рендеринг перенесен на GPU.
Куча памяти: Примерно 100 МБ свободной памяти доступно без шейдеров.
Неработающие функции:
- Телепорты (в настоящее время приводят к тому, что игрока отбрасывает за пределы карты).
- Шейдеры.
- Следы от пуль (хотя искры и световые следы работают).
- Отверстия от пуль.
- Эффекты крови.
— Barabbo
@HL_2_PSVita | 639 |
| 6 | Matn yo'q... | 611 |
| 7 | Bonus Photo | 2 |
| 8 | [🇬🇧ENG]
Thanks to collaborating with @yakuboff28, we finally understood why the texture looked wrong.
Now textures is fixed.
[🇷🇺RUS]
Благодаря совместной работой с @yakuboff28 мы наконец поняли, почему текстуры выглядели неправильно.
Теперь текстуры исправлены.
@HL_2_PSVita | 589 |
| 9 | Matn yo'q... | 581 |
| 10 | Matn yo'q... | 5 |
| 11 | Havook and weapons system look good to me | 537 |
| 12 | Matn yo'q... | 556 |
| 13 | Matn yo'q... | 488 |
| 14 | [🇬🇧ENG]
I am thrilled to share that we have successfully identified the relevant data asset! While there were some minor alignment opportunities regarding the file's strategic location, our team demonstrated exceptional resilience and pivoted with grace. It was a wonderful opportunity to refine our operational workflows and ensure we are fully aligned with our mission of data integrity.
[🇷🇺RUS]
Рад сообщить, что мы успешно обнаружили нужный массив данных! Хотя и возникли некоторые вопросы относительно оптимального места хранения файла, наша команда проявила исключительную стойкость и сумела оперативно и грамотно перестроить работу. Это стало отличной возможностью усовершенствовать наши рабочие процессы и убедиться, что мы полностью следуем нашей миссии по обеспечению целостности данных.
— Barabbo
@HL_2_PSVita | 576 |
| 15 | [🇬🇧ENG]
I have good news for you.
Barabbo now has internet access and is continuing to work on the project!
[🇷🇺RUS]
У меня для вас хорошие новости.
У Бараббо теперь есть доступ в интернет, и он продолжает работу над проектом!
@HL_2_PSVita | 484 |
| 16 | 😶 | 564 |
| 17 | [🇬🇧ENG]
I’d like to remind you that we have a chat dedicated to this project.
[🇷🇺RUS]
Хочу напомнить, что у нас есть чат, посвященный этому проекту.
Link:
https://t.me/HL_2_PSVitaChat
@HL_2_PSVita | 716 |
| 18 | Project Status and Why It Has Taken Two Years
I want to be clear about the actual state of the project, our approach, and why something that may appear to be "just a map loader" has taken two years to achieve.
What exactly is this project?
This is not a wrapper that runs an Android binary inside an emulated environment, as some homebrew ports of other games do. It is a native port: the Source Engine, rebuilt from the 2018 leaked source code, has been recompiled and adapted to run directly on the PlayStation Vita's ARM hardware.
There are no shortcuts and no compatibility layer hiding the complexity. Every subsystem of the engine—rendering, memory management, physics—has to be understood, adapted, and often rewritten from scratch for hardware that was never designed to run it.
Why two years instead of two months?
Every stage came with its own major obstacle.
The first challenge was bringing up the engine itself—getting code originally written for desktop x86 systems to behave correctly on an ARM processor with a mixed ARM/Thumb instruction architecture. This involved tracking down crashes that manifested as a recurring orange screen, ultimately traced to a CPU/GPU synchronization conflict buried deep within the graphics pipeline.
Next came the memory crisis. Once rendering was working, the engine was consuming nearly all of the Vita's available RAM before loading a single enemy or object—not because the hardware was too weak, but because the original code preallocated memory using assumptions appropriate for a desktop PC with vastly greater resources. Diagnosing and correcting this, memory pool by memory pool, was a long and methodical process, made even more difficult by an especially subtle bug: a single inverted comparison operator that prevented the memory system from recycling allocations correctly and took considerable time to isolate.
Only after solving these issues was the engine finally able to load real game levels with correct textures and complete geometry.
Where we are now
The next major milestone is physics. The Havok integration requires substantial adaptation—roughly 20% of the relevant code needs to be modified to function correctly on the Vita's hardware. By its nature, this stage produces very little visible progress: long compilation times, extensive debugging, and not much to showcase until the system becomes stable.
Our approach
The project is led by a single primary developer, with a small number of contributors working on specific areas such as the user interface and community-related tasks. We have deliberately avoided taking shortcuts borrowed from other ports and instead chose a methodical approach: stabilizing one subsystem at a time before moving on to the next, even when that means progress appears slower.
This project is not for sale, nor will it ever be.
Half-Life 2 and the Source Engine remain the intellectual property of Valve. This is an unofficial, non-commercial hobby project, driven by technical curiosity and the desire to find out whether something widely considered impossible could actually be made to work.
There is no release date, and I will not promise one until it is genuinely certain.
If it has taken two years to reach this point, it is because every part of the project has been tackled properly rather than worked around. The rest will be built with exactly the same philosophy.
— Barabbo
@HL_2_PSVita | 793 |
| 19 | Half-Life 2 | PS Vita Early Build | 6 824 |
| 20 | [🇬🇧ENG]
Barabbo is currently unable to work on the project.
He recently reported that a storm damaged his internet cable, and he's now using a slow mobile internet connection (100 kbps).
He doesn't know when the provider will fix the problem with the cable, so we're relying on time.🫡
[🇷🇺RUS]
В данный момент Бараббо не может работать над проектом.
Недавно он сообщил, что из-за шторма был поврежден кабель интернета, и теперь он вынужден пользоваться медленным мобильным интернетом (100 Кбит/с). Он не знает, когда провайдер устранит проблему с кабелем, так что нам остается только ждать. 🫡
@HL_2_PSVita | 855 |
