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Mining the Aperture Robot Repair VR demo

Valve published the SteamVR Performance Test today. We'll let Valve explain what it is used for.

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Valve published the SteamVR Performance Test today. We'll let Valve explain what it is used for.

The SteamVR Performance Test measures your system's rendering power using a 2-minute sequence from Valve’s Aperture Robot Repair VR demo. After collecting the data it determines whether your system is capable of running VR content at 90fps and whether VR content can tune the visual fidelity up to the recommended level. For machines that are not VR Ready the tool can help determine whether capabilities are bound by Graphics Card, CPU, or both.

Earlier versions of this app (still Aperture Robot Repair back then, before it was moved) had quite a bit of interesting stuff. This was likely Valve's testing ground for messing around with VR in Source 2. We've listed some of the interesting things below.

Most of the content covered in this post has since been removed from the current version of the demo. We however managed to get our hands on an older version of the demo and shared these files with our friends over at ValveTime, so be sure to check out their coverage too.

You can install the SteamVR performance test by clicking here or clicking the "Free" button on the app page.

Updates

22/2/2016 18:42 UTC - Added Adult_01 textures.
22/2/2016 19:17 UTC - Added D0g image courtesy of ValveTime.
22/2/2016 20:49 UTC - Added better C4 bomb image
22/2/2016 21:11 UTC - Added high-res Dota hero screenshots
22/2/2016 21:54 UTC - Added screenshots of miniature apartments for Bendy and friends
22/2/2016 22:55 UTC - Added screenshots of The International related models
23/2/2016 13:30 UTC - Added Bendy office from Portal 2 trailer
23/2/2016 14:13 UTC - Added screenshots of vr_aperture_main_elevator map
23/2/2016 14:24 UTC - Added screenshots of strider_canyon_02 map
23/2/2016 14:32 UTC - Added screenshot of testdemo_cockpit map, started keeping track of what maps have been covered
23/2/2016 14:50 UTC - Added International concept maps, future map additions will only be in updates if noteworthy
23/2/2016 17:25 UTC - All non-prefab maps added
23/2/2016 17:47 UTC - Added a bunch of quest-related console variables
26/2/2016 12:08 UTC - Added 4 more hi-res Dota hero screenshots (Thanks for letting us know, SenPie)

Portal 2 assets in Source 2

An older version of the Aperture Robot Repair demo also included a full Source 2 conversion of Portal 2 assets. This included materials, models, sounds and particles. Maps and scripts were sadly not converted.

Tool products

There are some tool files included, one of which mentions a list of (we think) supported products.

core vr portal2_imported left4dead3 hl3
core, vr and portal2_imported (the aforementioned asset conversion of P2 assets) are included in the files. HL3 and L4D3 are missing.

Console variables

Quest related

quest_citizen_stop_see_player_timeout         2                game
quest_dialog_duration_chars_per_second        20               game
quest_dialog_duration_max                     15               game
quest_dialog_duration_min                     1                game
quest_dialog_text_drop_shadow_depth_offset    0.25             game
quest_dialog_text_drop_shadow_vertical_offset 0.25             game
quest_dialog_text_offset                      80               game
quest_goal_depth                              256              game
quest_goal_num_ticks                          64               client

Protobufs

Some protocol buffers for HL3 were included, though these are probably quite outdated so don't get too excited.

enum HL3UserMessageIds {
    UM_Geiger = 300;
    UM_Battery = 301;
    UM_Damage = 302;
}

message CUserMessageGeiger {
    optional uint32 geiger = 1;
}

message CUserMessageBattery {
    optional int32 armorvalue = 1;
}

message CUserMessageDamage {
    optional int32 dmg_save = 1;
    optional int32 dmg_take = 2;
    optional int32 visible_damage_bits = 3;
    optional float damage_origin_x = 4;
    optional float damage_origin_y = 5;
    optional float damage_origin_z = 6;
}

Strings

And some strings mentioning HL3. Once again, mind your hypes.

#HL3_SpyGrenadeHint1
#HL3_SpyGrenadeHint2
.?AV?$CGameSystemReallocatingFactory@VCHL3VScriptGameSystem@@V1@@@
.?AVCHL3VScriptGameSystem@@
CGameSystemReallocatingFactory<class CHL3VScriptGameSystem,class CHL3VScriptGameSystem>::DestroyGameSystem
hl3_usermessages.proto
HL3UserMessageIds
HL3VScriptGameSystem
VScriptServerHL3Init
sv_crowbar_zipline

c:\buildslave\source2_win64\build\src\game\client\generated_protovr\win64\hl3_usermessages.pb.cc
c:\buildslave\source2_win64\build\src\game\client\hl3\c_point_quest_goal.h
c:\buildslave\source2_win64\build\src\game\server\generated_protovr\win64\hl3_usermessages.pb.cc
c:\buildslave\source2_win64\build\src\game\server\hl3\entity_persist.h
c:\buildslave\source2_win64\build\src\game\server\hl3\gravity_vortex_controller.h
c:\buildslave\source2_win64\build\src\game\server\hl3\info_quest_dialog.h
c:\buildslave\source2_win64\build\src\game\server\hl3\npc_quest_citizen.cpp
c:\buildslave\source2_win64\build\src\game\server\hl3\npc_quest_citizen.h
c:\buildslave\source2_win64\build\src\game\server\hl3\npc_turret_ceiling_pulse.cpp
c:\buildslave\source2_win64\build\src\game\server\hl3\partial_entity_manager.cpp
c:\buildslave\source2_win64\build\src\game\server\hl3\point_quest_goal.cpp
c:\buildslave\source2_win64\build\src\game\server\hl3\procedural_spawn_constraint.cpp
c:\buildslave\source2_win64\build\src\game\server\hl3\procedural_spawn_constraint.h
c:\buildslave\source2_win64\build\src\game\server\hl3\procedural_spawn_manager.cpp
c:\buildslave\source2_win64\build\src\game\server\hl3\procedural_spawn_manager.h
c:\buildslave\source2_win64\build\src\game\server\hl3\procedural_spawn_target.cpp
c:\buildslave\source2_win64\build\src\game\server\hl3\procedural_spawn_target.h
c:\buildslave\source2_win64\build\src\game\server\hl3\procedural_spawn_template.cpp
c:\buildslave\source2_win64\build\src\game\server\hl3\procedural_spawn_template.h
c:\buildslave\source2_win64\build\src\game\server\hl3\procedural_spawn_volume.cpp
c:\buildslave\source2_win64\build\src\game\server\hl3\procedural_spawn_volume.h
c:\buildslave\source2_win64\build\src\game\server\hl3\procspawn_bias_line.cpp
c:\buildslave\source2_win64\build\src\game\server\hl3\procspawn_bias_line.h
c:\buildslave\source2_win64\build\src\game\server\hl3\procspawn_modifier.cpp
c:\buildslave\source2_win64\build\src\game\server\hl3\procspawn_variable.cpp
c:\buildslave\source2_win64\build\src\game\server\hl3\prop_fixed.cpp
c:\buildslave\source2_win64\build\src\game\server\hl3\utllogicconstraintsolver.h
c:\buildslave\source2_win64\build\src\game\shared\hl3\hl3_vscriptgamesystem.cpp
c:\buildslave\source2_win64\build\src\game\shared\hl3\imposter_manager.cpp

Noteworthy textures

We converted a bunch of Source 2 textures to PNG with our Source 2 file parser and decompiler.

You can download the latest version on the releases page.

Atlas textures

Engineer textures

These textures probably belong to the earlier leaked L4D3 character "Retired Engineer".

Adult_01 textures

The model belonging to these textures is used in the vr_l4d_characters map. It is sadly missing.
Please call 0118 999 881 999 119 7253 if you find it.

Models

C4 Bomb

The new bomb model is the same one that appears in the CS:GO trailer which dates back to 2012. There's even a video showing a breakdown of creating the new bomb model.

D0g model

Remember that D0g model "leak" that was causing a stir on Reddit a while ago? That model is present in the files and the original poster was most likely someone messing around with the VR demo. Image courtesy of ValveTime.

Hi-Res Dota heroes

There's also a bunch of hires models of Dota heroes included.

Miniature apartments

It looks like Valve made an apartment building for Bendy and friends.

The International

Bendy offices

This is almost identical to the model used in this Portal 2 Valentine's Day trailer.

Maps

The demo has a lot of developer/test maps. We've listed some of the interesting ones below. Maps that crashed or that were simply not interesting are left out. We made some quick videos/screenshots of them. ValveTime will have better videos of the test maps later on.

testdemo_cockpit

Map with a cockpit that comes out of the ground. It is safe to assume that in VR you are inside of it. It slowly drops down into space where one can see a nice nebula and starfield. We noticed it looked a bit like the shuttle from Gray Horsfield's work, Facepunch user DevinWatson noted that this looks a lot like Tristan Reidford's work.

There is also another version of this map with a slightly fancier cockpit animation named testdemo_cocpit (note the missing k).

vr_prefab_spawn_test

Test map with 2 buttons. Green button spawns prefabs and red button removes them. Also has Atlas constantly dying.

vr_platform_shooter

Terrain with a road crossing it. Has sign saying "Shoot this text to start kill 150 headcrabs".Has a fancy kill counter and a ton of missing models. Mostly S2 converted L4D models. Doesn't actually work.

vr_valve

Blockout of two floors of Valve's office building.

miniature_apartments

Map with a Steam Universe skybox and a house. Screenshots taken with fullbright enabled.

vr_l4d_characters_skody

Lots of missing models, one of them being "models/characters/npc/npc_retired_engineer.vmdl_c" which was leaked before in relation with L4D3. Missing models also include Source 2 conversions of original survivor models. Some more models (including new guns, an explosive and a new medkit model) spread around the barn.

drawer_anim_testmap

An early test of the "Design Center" drawer from the Aperture Robot Repair demo.

defend_castle

Room with an orange pylon in the middle with a health percentage hovering over it. Mobs spawn in the room and move towards the tower. Green mobs "eat" the tower, blue mobs fire stuff at it. When the tower hits 0% it just keeps declining into the negatives.

secret_shop

Early version of the Dota 2 VR Secret Shop demo. Video also includes a bit of the longbow demo before they switched that over to Unity.

vr_aperture_main_elevator

Map that has a (partial) elevator moving down to the base level, and then moving on a conveyor belt. The other part of the elevator remains stuck in the air and houses a Steam Controller and a drawer with some offices.

strider_canyon_02

Doesn't crash anymore! Still lots of missing assets. Has a small platform the size of a regular VR room scale space going back and forth in the middle.

international

Several different International arena concepts are available within the files as well.

test_tearoom_scene_01

Lots of missing assets, but an otherwise pretty cool map with 2 nice looking buildings and some trees.

Other maps

Embedding screenshots for -all- maps would simply be too much images to load. Instead, have some links.

vr_demo_01 and vr_hl2_characters

Identical maps of D0g, an Antlion and some missing HL2 props. Screenshot

vr_portal_characters

Simple map of Portal characters. Screenshot

vr_l4d_characters

2 L4D(3?) characters. Both (adult_01 and nocturnal2) are missing models. Screenshot

func_tank and vr_camera_lookat_test

Small room with 2 Aperture Science camera's and 2 GLaDOS potato's. One of the camera follows the player around. Screenshot

vr_demo_2

2 Antlions seemingly enjoying themselves playing broken animations while a box switching between sizes and colors goes back and forth. Screenshot

vr_demo_3

Some random NPCs gathered around possibly discussing world domination. Screenshot

vr_demo_room

Valve's old VR demo room! Screenshot

vr_glados_anim_test

Room with a button and the GLaDOS model hovering above it. Button plays the animation of GLaDOS coming down and peeking into the room. Screenshot

secret_shop_look_test

Early version of the Secret Shop demo with WIP detection as to what the player is currently looking that. Video - Screenshot

vr_zombie_spawning_test

Test map for zombie spawning. Standing platform with zombies (missing model/AI) spawning around you. Screenshot

headlook_test

Test map with D0g running his headlook script that looks at the player every 3 seconds. At the end of each movement the script it makes a bell noise. Also has a few floating shapes. Screenshot

ken_timer_map

A map with a nice clock. Video

miniature_apartments

House. Lots of lighting issues. Screenshot

shader_test

You guessed it! A shader test map. Screenshot

cc_aperture_bts_01

Early version of the surroundings used in the VR demo. Screenshot

test_course_01

Untextured test course with some lava and spikes. Screenshot

test_tearoom_01

No textures and very little geometry. Not even worth a screenshot!

viewroom

Animation test of the room built around you at the end of the Aperture Robot Repair VR demo from which you watch the testing chamber get destroyed.

rotate_test

4 rooms with a revolving door in the middle. Presumably used to test movement in VR. Screenshot

test_capsule_interior_scene_01

Slightly different version of rotate_test. Screenshot.

room_extender_02

Shopkeeper from Dota 2/Secret Shop demo talking in front of a starfield. Video

emily_testdemo_room_2

Test map with moving doors, a miniature balcony coming out of a wall and a car rolling in at the end. Video

testdemo_room_2

Similar to above map. Video

vr_aperture_testchamber_demo

Early version of the testchamber smashing ending of the Aperture Robot Repair VR demo. Only difference seems to be that there's no bits flying off the ground when the smashers hit it.

cornell

Render test for a Cornell Box. Thanks to DarkMio for pointing this out. Screenshot

dodgeroom

Moving meshes that you have to step through or they will push you into the pit. Probably pretty fun to do in VR. Screenshot

secret_shop_animtest

Early version of the secret shop demo, animation test for the shopkeeper in the Secret Shop demo. Screenshot

cubemap_override_example

Example map for presumably overriding cubemaps. Screenshot

room_extender_anchor_01

Has 4 differently colored sections, each section is divided by a wall and a rotating door that opens only when you get close to it. There's also 3 shopkeepers. Screenshot

testdemo_room_distort

Distorted version of the Valve test room probably used for intentionally disorienting people in VR. Screenshot

test_card_map

A bunch of floating moving testcards. Video

vr_ballbot

Some stacked companion cubes and a waving Atlas. Screenshot

vr_atlas_exploded

Early version of the "exploded" Atlas animation. Video

vr_atlas_pull_test

Different version of the exploded Atlas parts. Screenshot

vr_aperture_main_no_exterior

Early version of the normal Aperture Robot Repair map without any exterior/other rooms.

Full list

Full list of maps and prefabs, note that many don't work in the build we tried them on. However, we've gotten most to somewhat work in a newer build. Maps in bold are maps we've covered in the post. Prefab maps are often used in other maps and will be covered last.

defend_castle.vpk
drawer_anim_testmap.vpk
ken_timer_map.vpk
miniature_apartments.vpk
personal/aaronb/strider_canyon_02.vpk
personal/aaronb/vr_aperture_main_elevator.vpk
personal/adamf/func_tank.vpk
personal/alireza/international_atnt_concept.vpk
personal/alireza/international_connors_concept.vpk
personal/alireza/international_tpcon_concept.vpk
personal/alireza/international_tpn_concept.vpk
personal/alireza/viewroom.vpk
personal/chris/cc_aperture_bts_01.vpk
personal/chris/rotate_test.vpk
personal/chris/test_capsule_interior_scene_01.vpk
personal/chris/test_course_01.vpk
personal/chris/test_tearoom_01.vpk
personal/chris/test_tearoom_scene_01.vpk
personal/don/cornell/cornell.vpk
personal/don/cubemap_override_example/cubemap_override_example.vpk
personal/dougwood/dodgeroom.vpk
personal/dougwood/secret_shop_animtest.vpk
personal/emily_testdemo_room_2.vpk
personal/jeep/headlook_test.vpk
personal/jeff/vr_aperture_testchamber_demo.vpk
personal/skody/vr_l4d_characters_skody.vpk
personal/skody/vr_platform_shooter.vpk
personal/skody/vr_zombie_spawning_test.vpk
personal/tejeev/secret_shop_look_test.vpk
prefabs/aperture_bts_01.vpk
prefabs/aperture_bts_testchamber_01.vpk
prefabs/aperture_bts_zoo.vpk
prefabs/aperture_intro_room.vpk
prefabs/aperture_main_snd.vpk
prefabs/aperture_sound_sources.vpk
prefabs/atlas_sequence.vpk
prefabs/bts_conveyor_track_structure.vpk
prefabs/demo_room_assembly.vpk
prefabs/previz_prefabs/glados_previz.vpk
prefabs/previz_prefabs/previz_ambient_factory_motion.vpk
prefabs/previz_prefabs/previz_controller_pickup.vpk
prefabs/previz_prefabs/previz_cube_dispense_pickup.vpk
prefabs/previz_prefabs/previz_cube_spawn_button.vpk
prefabs/previz_prefabs/previz_front_wall_dissassembly.vpk
prefabs/previz_prefabs/previz_miniature_drawers.vpk
prefabs/previz_prefabs/previz_robot_door.vpk
prefabs/previz_prefabs/previz_robot_hallway.vpk
prefabs/previz_prefabs/previz_room_assembly.vpk
prefabs/previz_prefabs/previz_room_assembly_conveyor.vpk
prefabs/previz_prefabs/previz_shutters_and_room_assembly.vpk
prefabs/previz_prefabs/previz_window_shutters.vpk
prefabs/vr_aperture_testchamber_end.vpk
room_extender_02.vpk
room_extender_anchor_01.vpk
secret_shop.vpk
secret_shop_animtest.vpk
shader_test/shader_test.vpk
testdemo_cockpit.vpk
testdemo_cocpit.vpk
testdemo_room_2.vpk
testdemo_room_distort.vpk
test_card_map.vpk
vr_aperture_main.vpk
vr_aperture_main_no_exterior.vpk
vr_atlas_exploded.vpk
vr_atlas_pull_test.vpk
vr_ballbot.vpk
vr_camera_lookat_test.vpk
vr_demo_1.vpk
vr_demo_2.vpk
vr_demo_3.vpk
vr_demo_room.vpk
vr_glados_anim_test.vpk
vr_hl2_characters.vpk
vr_l4d_characters.vpk
vr_longbow.vpk
vr_portal_characters.vpk
vr_prefab_spawn_test.vpk
vr_valve.vpk

That's it for now. We'll add more stuff if we find anything interesting. Once again, head over to ValveTime to check out their coverage as they go more in-depth on what some of these things mean.

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