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PortalPreview
See where a portal leads: a 3D view of the destination inside the frame, lit for its time of day, with true parallax, a spiral reveal and smoke along the edge. Wooden and stone portals. Client-side.
By Ivvty
| Last updated | 7 hours ago |
| Total downloads | 3344 |
| Total rating | 5 |
| Categories | Mods Client-side |
| Dependency string | Ivvty-PortalPreview-1.2.0 |
| Dependants | 0 other packages depend on this package |
This mod requires the following mods to function
denikson-BepInExPack_Valheim
BepInEx pack for Valheim. Preconfigured with the correct entry point for mods and preferred defaults for the community.
Preferred version: 5.4.2351README
PortalPreview
Shows the place a wooden or stone portal leads to inside its frame. The destination is captured once as a frozen 3D scene and kept on disk, and the frame becomes a window onto it: the view has true parallax as you move, opens in a spiral as you approach, blends into the frame with a rippling edge and has smoke drifting along the seam.
The view follows the time of day and the weather at the destination: at night the far side is dark under the stars, in the morning the sun rises there too. The scene itself stays frozen (no moving creatures or particles). Between image updates the view is reconstructed from cached colour and depth instead of rendering the scene again. Steady test frames took around a millisecond on an RTX 4070 SUPER; frames that refresh the images cost more, and performance depends on the scene, resolution, movement and hardware.
Requirements
- Valheim with BepInEx 5 on Windows.
Recommended (optional)
- FastLoading: faster portal travel and dungeon entrances, so stepping through a portal takes a moment rather than a loading screen.
- ValheimVisuals: water, reflections, materials and ambient occlusion turned up within the game's own ranges, for a better picture everywhere.
Install
- Close Valheim.
- Put
PortalPreview.dllintoValheim/BepInEx/plugins/.
Updating to 1.2.0
Replace the existing DLL while the game is closed. Keep your configuration and saved scenes: settings carry over
(Capture mode becomes Snapshot updates; Resolution, Max visible portals and Max resident snapshots are kept if you
used the Custom profile and follow the profile otherwise), and each saved view is captured once more on your next
trip through its portal, or right away with frozenportal refresh next to it. The new water and ambient occlusion
apply to saved views at once; Mistlands trees near a portal appear once its view has been captured again.
Closing portals retain their slot until the spiral completes. Expensive image updates are scheduled across frames. The newest physically matching archive wins even if a restored world changes portal IDs. Portable texture copies keep their full resolution; uncompressed HD packs can consume substantially more disk and video memory. Nearby water has its own surface and depth, using an isolated material rather than live-world screen-space effects.
How it captures
When a portal first shows its view: a portal shows the place at its other end, so that place has to be captured first, and only a place you are at can be.
- A new pair of portals: travel through it once. The portal you leave and the one you arrive at are both captured under that loading screen, and from then on both show their views.
- Two linked portals standing next to each other (a hub): both views appear a moment after linking, no trip needed.
- Portals built before installing the mod, or after a game update: the same as a new pair, one trip through each.
- A capture freezes the game for up to about a second, so it runs under the loading screen of a teleport through the
portal: when you leave through it, or arrive at a portal that has no scene yet (the loading screen then stays up for
at most four more seconds). Linked portals standing next to each other (a hub) are captured at once, so their views
appear straight away;
frozenportal refreshcaptures the portals next to you at once. Snapshot updatesdecides when an existing scene is replaced: WhenChanged (default) when you leave through the portal and something around it was built, removed, grown or dug since its last capture; EveryTrip on every departure (not again within two minutes); Once never, untilfrozenportal refresh.- A capture waits for a fully black frame and may extend the transition. If it cannot start within three seconds, travel continues with the previous snapshot. A capture already in progress can take longer.
- Wooden and stone portals work in any pairing; the game links them to each other by tag.
- Saved scenes live in
BepInEx/cache/PortalPreview/PortalSnapshots. Scenes and data nothing uses any more (a portal torn down, an older game version, what a recapture left behind) are removed automatically once per session.
Settings
BepInEx/config/ru.ivest.portalpreview.cfg, all live with Configuration Manager. The main ones:
| Section | Setting | Default | Meaning |
|---|---|---|---|
| General | Enabled | true | Show portal views. |
| General | Hardware profile | Auto | Resolution, number of views and snapshots kept, from your video memory, RAM and CPU (Auto/Low/Medium/High/Ultra). Resolution, Max visible portals and Max resident snapshots follow it at 0 and override it for that setting alone when set above 0. |
| Portal preview | Preview quality | High | How often a visible portal renders its destination again as you move, its main cost; the image stays sharp. High: every 0.3 m. Medium: every 0.6 m. Both once more where you stop. Low: never (less exact parallax up close). Auto: Medium on the Low hardware profile. |
| Portal preview | Snapshot updates | WhenChanged | When a saved scene is replaced: when its surroundings changed (WhenChanged), on every departure (EveryTrip) or never (Once). Replaces Capture mode: DuringTeleport becomes EveryTrip, OnFirstLink WhenChanged. |
| Portal preview | Approach radius | 15 | How close to a portal its view opens, in metres. |
| Portal preview | Always visible | false | Show views at any distance while in sight. |
| Portal preview | One-sided view | false | Show the view only from the front, the side travellers come out of; from behind the portal looks as without the preview. |
| Portal preview | Spiral duration | 1.2 | Seconds the spiral takes to open or close. |
| Portal preview | Edge style | Ripple | How the picture meets the frame: Ripple, Vortex, Glow, Smoke or None. |
| Portal preview | Edge smoke | true | Smoke puffs along the seam between the view and the frame. |
| Portal preview | Panorama resolution | 0 | Sharpness of the distant landscape and clouds behind the scene: 0 by hardware profile (512 for Low and Medium, 1024 for High and Ultra), or 512, 1024, 2048. 2048 is about as sharp as the screen at 1440p, for about a second more per capture and about 100 MB more video memory per visible portal. |
| Portal preview | Follow time of day | true | Light the view for the time of day and the weather at its destination now. False keeps it as captured. |
| Portal preview | Hide game flames and fog | false | Hide the flames and dark swirling fog of the game's own connected-portal effect; its sparks, runes, light and sound stay. The picture then also sits at the front of the opening. |
Console (F5): frozenportal status, on, off, refresh (recapture nearby portals), cleanup (remove stale
saved scenes now), lighting (compare the lighting the mod computes where you stand with the game's own).
Errors and rate-limited warnings about preview work over 50 ms reach the log. For detailed captures, loads and frame
costs, use frozenportal log on in the console (off with frozenportal log off), or launch with -portalpreview-log.
Limits
- Wooden and stone portals of the base game. Portals added by other mods keep their normal look.
- A destination nobody has visited in this installation has no view yet.
- The scene is frozen: no moving creatures or particles inside the frame.
- Views reconstructed between image updates can show small errors around thin objects or newly revealed edges.
- Frozen water does not reproduce all of the game's reflection, refraction and wave effects.
- Capturing and saving a new scene still requires synchronous work and can hitch; a render scheduler is not a frame-time guarantee. Full-resolution uncompressed texture packs cost more memory and disk than vanilla assets.
- Native Linux/Vulkan stability after repeated portal travel is not verified; this release does not claim to fix the reported Linux crashes.
- Time of day: the distant landscape and clouds were captured as pictures and are only brightened or darkened; falling rain or snow stays as captured; dungeon interiors keep their captured lighting; raids are not shown. Each lighting step redraws a visible portal's capture over a few frames, at most once per 10 seconds.
Multiplayer
Client-side. Each player captures the portals they use; nothing is sent over the network.
Problems and feedback
Write to me on Discord: https://discord.com/users/683075123816824940. Attach BepInEx/LogOutput.log from the game folder, or from the profile folder with a mod manager (r2modman: Settings → Browse profile folder), and say what you did when it happened. If a portal shows no view, add the output of frozenportal status
typed in the F5 console next to it (the console needs the -console launch option), and start the game with
-portalpreview-log so the log says what the preview did.