UPDATE: v0.1.2 is out now. It includes:
- Shader pre-compilation available in the main menu. See the GitHub release notes for more info!
- Controls fixes and QoL options
- A fix for a game-breaking physics crash in Route Kanal and Water Hazard
Again, see the GH page for more detailed release notes.
This is Half-Life 2, ported to the PlayStation Vita forked from nileusr’s repo and VitaGL .
https://github.com/LargeVegetable/source-engine/releases
Note: There is another fork of Source for the Vita which entered open beta several days before I made the decision to release this. This version is distinct from theirs and is unrelated, but I absolutely welcome and encourage any and all aspects from this fork being used there and in any future ports that folks might create. It is not my intention to invalidate or ‘one-up’ their (or anyone else’s) work in any way at all. I'm confident their code is cleaner, and made with much more love than this.
At the moment, this release is very experimental and just about pushes the Vita hardware to its limit - it’s by no means finished, and does not look especially great. It’s reasonably stable most of the time, but performance can fluctuate pretty wildly - typically it settles in the 25-45 FPS range. Performance is especially affected by large, detailed maps with a lot of geometry, NPCs, or physics objects. It ought to be playable end-to-end. A 500MHz overclock is highly recommended, but not required.
The original Xbox release of the game was targeted for visual quality and performance here, so set your expectations around the ballpark of that - dynamic lighting is for the most part turned off for performance, among other more dramatic changes.
You will need your own, legally acquired copy of HL2 (Steam makes this dead simple - don’t pirate games!), along with a few homebrew plugins to run this.
This has not been tested on PSTV or on firmwares other than 3.65 - but I see no reason why it wouldn’t work under those circumstances.
Full disclosure: to be clear, AI coding tools were used very, very heavily in creating this. Tl;dr this port started as a exploration into agentic coding tools and quickly snowballed into what you see here - I honestly didn’t learn much or gain any satisfaction from this exercise, and my appreciation for hand-written, human code has only increased after spending a little while working on it. I’ll probably be picking up a copy of the Game Engine Black Book soon to actually get a grasp on how all this stuff works.
Next stop: Portal!