More progress with the Source engine:
Portal and Half-Life 2 are both stable now, and most portions of the game are playable. I have been optimizing the studio model rendering and reducing draw call count to prevent Leopard's GL driver from being saturated - this is the major remaining issue. From what I've tested on my PBG4 and G5 Quad, static prop and model rendering is about 90% (!) of the frame cost. Once it is better optimized, everything else will speed up drastically. There's no other clear CPU/GPU bottlenecks in physics, animations, sound, anything.
Model rendering isn't fully working yet - more complex models like NPCs still have bad flex animation paths and transition graphs that cause a lot of broken visuals and bad performance. Thankfully I can just disable them with `r_drawentities 0` and continue to play as if they don't exist - this causes the framerate to jump from 15-30 to over 100 in some situations. At this point there's enough evidence to say this engine should run fine on G5s and later G4s if they have OpenGL 2.0 support.
Image dump incoming...
SRGB lightmapping support was fixed so now the lighting in Portal looks pretty normal now:
You can see some of our optimizations starting to work (top right FPS counter):
I even got rp_evocity_33x working, just in case you need to visit the BofA:
The installers for these ports will give you an opportunity to move over a folder with custom maps too, so you can even play around with a modded experience.
Hopefully another week or so of fixing things up and then I can release a test version to try out! You'll need your own copy of the game for these ports, and plenty of free storage (Portal is about 4.5GB, HL2 is closer to 10GB.)