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PortalPreview

Shows the place a wooden or stone portal leads to inside its frame. The destination is captured once as a frozen 3D scene with its lighting 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 scene is frozen by design: its lighting, time of day and particles are those of the moment it was captured. That keeps an open portal at about a millisecond per frame instead of rendering the destination live.

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

  1. Close Valheim.
  2. Put PortalPreview.dll into Valheim/BepInEx/plugins/.

How it captures

  • A portal's destination is captured when the portal is first linked, or with Capture mode DuringTeleport each time you leave through it, under the loading screen.
  • Only loaded places can be captured: walk through a new portal once and both ends get their view.
  • 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), or the individual settings (Custom).
Portal preview Capture mode OnFirstLink When a destination is captured: when the portal is first linked, or on every teleport (DuringTeleport).
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 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 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).

Only errors reach the log. To see what the preview does (captures, loads, frame costs, why a view is not drawn), start the game with the launch option -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, time of day or weather inside the frame.

Multiplayer

Client-side. Each player captures the portals they use; nothing is sent over the network.

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