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CS:GO - Can Source 2? 

3kliksphilip
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I made a bunch of maps in Source 1 and 2 to finally make the klikbait you've been waiting for.
0:00 - Source 2's story
3:16 - Different looking lighting
4:33 - Render times and map sizes
5:33 - Sun's lighting comparison
7:44 - Can I make Source 1 look better than Source 2?
8:55 - Cubemaps
11:19 - Fog and floaty stuff
12:14 - The car in the cave

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17 май 2024

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Комментарии : 1,3 тыс.   
@fujiwaranovari
@fujiwaranovari Год назад
As it turns out, source 2 can
@FlawedbyDesign777
@FlawedbyDesign777 8 месяцев назад
Pick up that graphics rendering engine.
@XxDramaticBatu
@XxDramaticBatu 7 месяцев назад
​@@FlawedbyDesign777and now put it in the game.
@kquack
@kquack 5 месяцев назад
pick up that can.
@Choochinc
@Choochinc Год назад
I just want an engine that doesn't force map makers to make their maps bland in order for it to actually run properly. As well as fixing all the serious bugs that we have been putting up with for years. Smoke occlusion, objects falling through the map, etc.
@BURRDAWG_
@BURRDAWG_ Год назад
Tbf our map makers do kill it. Look at valorants shitty maps.
@DrCranberry
@DrCranberry Год назад
To be fair, most of those issues are left over from GoldSrc, 90% of the functions used for things in 2007-2013 source branches are just left over because they HAVE to be. Theres so many parameters with entities that don't DO anything in source because they were only used in GoldSrc that had to be forward ported in for functionality-sake. Source 2, like Source, is just the same skin but with new, better code because Source got so spaghetti coded over the years they genuinely had to start over to not break anything.
@Choochinc
@Choochinc Год назад
@@BURRDAWG_ Yeah Valorant is a real ugly game, but look at what they had to do to Cache to make it not stutter like hell.
@xFluing
@xFluing Год назад
Serious Engine entered the chat.
@CabbageGod
@CabbageGod Год назад
@@Choochinc Yea, RIP cache. It looked so good and they had to kill it. Hopefully source 2 cache will be able to look pretty without the weird lag issues.
@lickagoat
@lickagoat Год назад
That last part in the cave really shown the improvements from 1 to 2.
@anotherdaysunday
@anotherdaysunday Год назад
this guy knows how to make a video, that totally sold me too. basically "if they don't change anything, nothing changes, but really, everything has changed. cs wont, but could, but wont, but might, and heres how easy different is." genius.
@GrumpyGremlin.
@GrumpyGremlin. Год назад
Sauce 1: Ah, props and blocks. Sauce 2: I want to touch that surface, I want to feel it on my cheek
@GewelReal
@GewelReal Год назад
That cave looked so fucking convincing I am in shock
@FinalStooge
@FinalStooge Год назад
The cave didn't look very good imo... The rocks jutting out were so shiny you'd think they were covered in oil! I think they should tone it back, as currently I prefer Source 1 after watching this.
@LewdSCP1471A
@LewdSCP1471A Год назад
@@FinalStooge Everything in the real world has a shine to it to some degree, its what Physically Based Rendering is based on, i suggest you give it a read some time.
@Cosmozorb
@Cosmozorb Год назад
What I see in this video is that Source 1 (an engine which will turn 20 yo soon!!) was absolutely ground breaking for its time. Looks stunning even today.
@RicardoNirep
@RicardoNirep Год назад
I was about to say that. It's insane how good still looks today.
@akadommy
@akadommy Год назад
Yeah even apex legends runs on the source engine
@Terminated_Account
@Terminated_Account Год назад
@@akadommy no way
@HaxxorElite
@HaxxorElite Год назад
​@@Terminated_Account is true
@TUTOSANDROIDtutorialesymas
@TUTOSANDROIDtutorialesymas Год назад
@@Terminated_Account it’s a really modified version tho
@darklordinateur
@darklordinateur Год назад
"I hope to do more" this pretty much tells me that Phillip is going to attempt to port de_sparity to S2 when it comes out and maybe rework it.
@Wheagg
@Wheagg Год назад
Remaster it call it "re_sparity"
@damsen978
@damsen978 Год назад
You think he won't? It's 100% guaranteed he will.
@cynicalia
@cynicalia Год назад
De_fenestration 2 when
@solaris5303
@solaris5303 Год назад
I'm excited to see if he's going to port it to prove a point about S1 maps being unsuitable for S2, or if he's going to remake it to prove a point about S2's mapping tools being better.
@darklordinateur
@darklordinateur Год назад
@@solaris5303 I think he could simply partner with a good artist and focus on reworking the layout as a whole, that would make a great series of videos. He could playtest the new layout with his servers etc...
@bogiesmigforl1
@bogiesmigforl1 Год назад
Source 2 is definetely one of the ones that can, at least in my opinion.
@ambhaiji
@ambhaiji Год назад
You either meant this as a reply to someone else's comment or forgot to add what you wanted to say here because as it is it makes no sense.
@sebaprime6411
@sebaprime6411 Год назад
@@ambhaiji look at the title of the video
@mustafaaydilek5142
@mustafaaydilek5142 Год назад
@@ambhaiji "Can Source 2?" 😃
@7EEVEE
@7EEVEE Год назад
@@ambhaiji jeez dude...
@TimSzabo
@TimSzabo Год назад
@@7EEVEE ballz
@Xeotroid
@Xeotroid Год назад
Small thing about the around 6 minutes mark: Ambient occlusion is only the "shadows in corners" stuff. Light bouncing to other surfaces and carrying colour is called indirect illumination, or more commonly global illumination. AO and skylight are usually included in GI solutions too.
@dissolve5138
@dissolve5138 Год назад
gi automatically has ao because it's simulating indirect light bounces, idk if source 2 applies an extra realtime pass for ao though
@JasperCrowe
@JasperCrowe Год назад
@@dissolve5138 It's just how the AO is processed. Source 1 looks like it's just multiplying the result, whereas Source 2 looks like it's using the AO pass to project the colour of adjacent surfaces to simulate light bounces.
@damsen978
@damsen978 Год назад
You can just type the timestamp from the video instead of saying "around the 6 minutes mark" to pinpoint what you mean.
@bigguy3123
@bigguy3123 Год назад
@@dissolve5138 I don't think this is true for most real-time renderers-- maybe for a raymarcher, though. I'd guess that realtime GI, even raytraced, is nowhere near granular/accurate enough to really calculate how much light is contributed to a given pixel in say, in the crevices of a wrinkled jacket. The algorithms are probably focused on the vague contributions of bounce light at a broader scale, lest they be incredibly slow. I think most modern games still ship with a separate AO step too, but I can't recall.
@dissolve5138
@dissolve5138 Год назад
​@@bigguy3123 yes that's basically what i meant, i know the GI is baked but i also said that there is probably a real-time AO pass on top of that
@zynius
@zynius Год назад
There's a "GPU Ray Tracing Visualization" mode in S2 Hammer now, it was released in the latest Dota2 update, as well as a "CPU RT Spherical Harmonics" (real time GI). Plus they added or are working on "Meshlet" support (Basically UE5 Nanite).
@lukezhou6349
@lukezhou6349 Год назад
Meshlet is far from UE5 Nanite and tons of engines have been using it for a long time.
@spiderjerusalem8505
@spiderjerusalem8505 Год назад
I'd love to see Valve trying to match Unreal Engine 5, like that's ever gonna happen, lmao
@Sgt-Gnomercy
@Sgt-Gnomercy Год назад
The most recent update? Where did you find it, I cant seem to find it :(
@Wheagg
@Wheagg Год назад
No that's closer to Lumen. Nanite is the mesh topography stuff.
@snesmocha
@snesmocha Год назад
TLDR nanite is an autolod system that is extremely well optimized yet still extremely poorly explained
@Kat21
@Kat21 Год назад
Yes, source 2.
@maximilianmusshoff2733
@maximilianmusshoff2733 Год назад
Infact, source 2.
@Haystees
@Haystees Год назад
Can source 2 source source source 1? Yes source 2 can source source 1 better than source 1. what did i just type
@jessesins7380
@jessesins7380 Год назад
Source ? Trust me bro
@nebby8216
@nebby8216 Год назад
Indeed, source 2.
@Weissherz
@Weissherz Год назад
sauce too 🍲
@ExplodingWaffle101
@ExplodingWaffle101 Год назад
9:17 is a total humblebrag and i'm all for it
@wasyaname
@wasyaname Год назад
11:27 I did not expect those naughty words, bad philip, bad.
Год назад
Theres a very important thing you missed in the reasons why Source 2 cubemaps look better: Source 2 cube maps are pre-filtered. This means that when they render a cubemap, they use magic light calculations that output several "levels" of blurry reflections. Then, according to the smoothness of the material, it chooses a level from the cubemap that its either blurry, clear, or somewhere in between. This way more rough surfaces that still reflect the world, like smudges, less polished surfaces, etc, show blurry reflections, and clear surfaces shows a clear one. There is a specific technique I saw on parallax cubemaps that fixes the outdoor sky issue. Weirdly enough I found it on SEGA's Sonic Forces, and havent found other examples, but I believe the technique its also used on Unreal engine. When they render cubemaps, they also save which pixels are actually the sky. When the game shows a reflective surface, when the reflection points to the sky, it swaps from the parallaxed cubemap, to an infinte cubemap thats just the sky. This way both close 3d models and the infinite sky are both perfectly reflected.
@sarcasmenul
@sarcasmenul Год назад
That’s really neat
@ketrub
@ketrub Год назад
sonic forces for the win baby
@Calinou
@Calinou Год назад
Saving which pixels are the sky in a reflection probe is likely done either with the alpha channel, or by storing a cubemap with a depth buffer alongside another cubemap with the color buffer. Saving the depth buffer likely allows for more advanced parallax correction or more accurate shading of the ambient light generated by the reflection probe.
@Ethiixx
@Ethiixx Год назад
Nice job writing 2 paragraphs on a subject Phillip already said he made a video for.
@Theironlefty
@Theironlefty Год назад
Theres no magic light calculations, I highly suspect its Gauss blurring the lower(higher) mip levels of the cubemap texture.
@dylsplazy
@dylsplazy 10 месяцев назад
This video aged like wine
@gyrotta
@gyrotta Год назад
can confirm CS:GO can source 2 now
@ViperTesla
@ViperTesla Год назад
I reset my headphones around 11:46 because i genuinely thought a cord was loose or something 🤣
@antrum6538
@antrum6538 Год назад
This aged well
@dastechgames
@dastechgames Год назад
Source 2 is coming to CS:GO at some point… And although I’m quite impatient about it, I’m sure Volvo is taking their time to implement it as perfect as possible. And please Phil, make more Source 2 videos, it’s fun to know how it differs from its predecessor!
@DrCranberry
@DrCranberry Год назад
I don't think so honestly. Dota 2 uses a cobbled together version of Source 1 and Source 2, and Doug Lombardi has gone on record when asking about forward porting and has said that, "It would be easier to backwards port source 2 to source 1, then it would be to forward port".
@_Bran
@_Bran Год назад
Volvo may be taking their time but Honda is leagues ahead
@weeb_french_turkish_hater
@weeb_french_turkish_hater Год назад
@@_Bran but the 242GL tho
@zepic3895
@zepic3895 Год назад
@@DrCranberry but volvo devs have literally been seen playing on what can only be a source 2 branch of CSGO....
@TheSearchForTruth88
@TheSearchForTruth88 Год назад
It's never coming out. You're coping hard. What you've got is all you'll get, Valve doesn't give a shit. Why would they bother updating their money maker and potentially ruin it and tank their market? It's pointless. There is no source 2 and there will never be a source 2.
@ChristianStout
@ChristianStout Год назад
It's interesting how many big games got caught in development hell due to engine problems in the 2010s: HL Alyx on Source 2, FFXV on Luminous, Cyberpunk on Red engine 4, MGSV on the Fox Engine to name a few.
@h4roeverynyan55
@h4roeverynyan55 Год назад
Any company relying on their own game engine will eventually have to delay games to build a more modern engine And any company relying on someone else's engine has to hope that that someone will continue to update/improve their engine, or else they will have problems aswell It seems really stressful to be a game company
@cementshowcase514
@cementshowcase514 Год назад
It's awesome seeing you make a video about Source 2, as it's becoming more and more relevant to the CS:GO players. I hope we'll see more from you on this topic and perhaps while doing so, you will become one of us - a Source 2 addict. As for the 7:08 lighting bug, it is usually created when a scene is lit up with low amount of indirect light (generally low-light conditions) that is bounced around by relatively reflective materials. Without changing the lighting conditions, what will help is increasing the lightmap resolution (the Final compile is at 2k quality, but you can go up to 8k). You can also often encounter a similar bug, where the shadows appear "blobby" - they're not accurate and some parts are darker than they should be, while others are lighter. That happens when you have more than 4 lightsources with "Baked Light Indexing" checked, shining on the same surface - so try to avoid that by unchecking "Baked Light Indexing" for less important lights or by placing the lights in spots where they don't intersect (there's a special "Baked Light Complexity" scene view for that.) Oh and if you want to enjoy even MORE of cubemaps, there is a way to increase their resolution, by modifying the "EnvironmentMapFaceSize" and "EnvironmentMapRenderSize" values in your gameinfo .gi (located in game>hlvr>). Alright, I hope you'll have fun with testing the limits of Source 2 and if there's anything, I'd love to help.
@FireKeep
@FireKeep Год назад
Truuuuuu
@namelessguy199
@namelessguy199 Год назад
Oh my God! Okay! It’s happening! Everybody Stay Calm! Everybody Stay Calm! EVERYBODY STAY FKING CALMMMMMMM
@Damian-cilr1
@Damian-cilr1 Год назад
11:24 "and because its vr it benefits from having loads of piss and shit floating about in the air everywhere" that actually made me laugh out loud
@zed.lmaooo
@zed.lmaooo Год назад
@@baiborisxd "... because I know it's gonna be fucking painful.' -Philip, "The Horror of CSGO's Demo Viewer"
@baiborisxd
@baiborisxd Год назад
@@zed.lmaooo yeah i remember that one
@Rullisi
@Rullisi Год назад
Those corrected/parallaxed cubemaps gotta be my favorite graphical effect in games. I love all the bokeh and AO etc. and even film grain, but the cubemaps are satisfying to look at when set up like this. Lightweight solution for reflections and such a genius way of doing it. Mirrors in ps2 era games are very cool too. I notice how some games such as RDR2 use three different kinds of reflection types on water together. First there's general low quality cubemap underneath all, then ssr and where ssr isn't visible, there's some low quality looking 3D looking objects being reflected such as simple trees. In between those two effects. Not entirely sure what technique that is but yeah probably just to patch out what ssr can't accomplish and together none of it is barely ever noticeable.
@Skrenja
@Skrenja Год назад
Shhh, don't say you like filmic, cinematic effects. You'll upset triggered gamers.
@fxncy2566
@fxncy2566 Год назад
instead of cubemaps it may be a planar reflection, a limited low quality version of the environment is being rendered through the surface, much cheaper than ray tracing, preserves 3d objects inside of the area and doesn't rely on screeen space data.
@Rullisi
@Rullisi Год назад
@@fxncy2566 I think I recently noticed in Skyrim, the reflections of water are just the low detail map versions of terrain. Yeah it's probably exactly that, then. Smart techniques.
@FreewayDani
@FreewayDani Год назад
Coming back here after valves 3 videos
@teapo4
@teapo4 Год назад
6 months later and it happened!
@WaitNoIdidntMean
@WaitNoIdidntMean Год назад
Well, this video is soon to become a reality, and im honestly excited
@dank4454
@dank4454 Год назад
I just love the part of source 2 where it says "it's sourcin time" truly the greatest 2 of all 2's
@user-zq4bn2hu5y
@user-zq4bn2hu5y Год назад
Ikr and the moment when it sourced all over the screen? Purely iconic
@hugoguh1
@hugoguh1 Год назад
can't wait till valve learns how to count to 3, maybe then we will have the best source, unless they just skip that and make source 4
@noodleguy9872
@noodleguy9872 Год назад
This aged like fine wine
@baronbeast2725
@baronbeast2725 Год назад
There is no way it is a coincidence that the video is precisely 13:37 minutes long…
@aarontheperson6867
@aarontheperson6867 Год назад
l33t confirmed!!!
@self-proclaimedanimator
@self-proclaimedanimator Год назад
wot explain
@sakurasfingernails7247
@sakurasfingernails7247 Год назад
I love using parallax corrected cubemaps! In unity they're referred to as "box projected". I remember discovering them back in 2018(ish) when trying to make a map for VRChat and it absolutely blew me away how you can make a simple pre-baked reflection almost look a full proper reflection. That combined with pre-baked lighting and light probes (which allows real-time objects to receive pre-baked lighting, idk if source or source 2 has anything like that) really taught me just how clever games have gotten with emulating raytracing.
@markjacobs1086
@markjacobs1086 Год назад
Those are all fine & dandy until a scene has objects in them that move, which is the biggest reason raytracing is superior. Still cool to see convincing tricks & try to see how far you can stretch them until they start breaking up.
@sakurasfingernails7247
@sakurasfingernails7247 Год назад
​@@markjacobs1086 Light probes do exist specifically to solve the problem when it comes to moving objects and baked lights but obviously don't work when it comes large, open world maps. Cubemaps + screen space reflections are pretty manky even at the best of times though. Ghostwire with raytracing disabled is basically a masterclass in every place where SSR fails lol
@markjacobs1086
@markjacobs1086 Год назад
@@sakurasfingernails7247 SSR is the easiest to break anyway, just move the object that's reflected (partially) of screen & done 😆
@vibaj16
@vibaj16 10 месяцев назад
idk about Source, but Source 2 does use light probes. Also, what about planar reflections? As I understand it, they are more expensive than cubemaps or screen space reflections, but are basically perfect and still much faster than ray tracing.
@delta9685
@delta9685 Год назад
With hindsight? Yes.
@GabeRundlett
@GabeRundlett Год назад
Also I love all the suggestions in this list. It makes me think of something like a source 2 "mythbusting" or "fun facts" series of videos. Or even just full on source 2 mapping tutorials, including how you managed to get a first-person camera, loading HL:A maps and assets, etc.
@ChaosNe0
@ChaosNe0 Год назад
That's an elite video. Can't wait to going back to mapping and making some portal 3 maps!
@CeretPenyok
@CeretPenyok Год назад
I remember I used to make maps on GoldSource & Source 1... I think I want to learn it again, especially the Source 2.
@DeletedTaters001
@DeletedTaters001 Год назад
The source 2 lightning looks way nicer. The light is actually bouncing around and filling the space. I hope super dark spots *right* next to bright spots are soon to be gone in games (or at least minimized)
@user-jh9nw6bz6f
@user-jh9nw6bz6f Год назад
Rtx have made cringe stealth in metro even more unrealistic 😮
@DeejayRach0
@DeejayRach0 Год назад
You gonnak keep your eyes healthy for longer like that
@Die-Coughman
@Die-Coughman Год назад
Source 2 also gives mappers control over the density of light probes which aids with grounding dynamic objects with the static objects. Light probes are light samples taken from different points in space(kinda like a 3d light map). In practice this means physics props, dynamic(animated) props, npcs, and players will blend in much better with the environment(depending on the map of course). One thing i forgot to mention a couple months ago is the lighting of static props in source 2 is leagues ahead of source 1.
@Moshugaani
@Moshugaani Год назад
EDIT: It turns out the Stanley Parable remake was made in Unity instead of Source. My bad! About the pre-calculated lighting improvements: I'm pretty sure Stanley Parable was done in Source 1, correct? And its remaster was done in the same engine, right? Yet the new remaster has vastly superior lighting. I was really impressed while playing it. I knew it was pre-baked but the lighting was so cleverly designed, and combined with higher resolution of the shadow maps it looked very moody and effective. It achieved the same effect as raytracing sometimes does, even if the environments and light sources are completely static.
@Nxbyte
@Nxbyte Год назад
I think the new remaster of stanley parable was made on Unity rather than Source this time
@Moshugaani
@Moshugaani Год назад
@@Nxbyte Ah, you're right! That's why the lighting looks more modern.
@CatsT.M
@CatsT.M Год назад
I feel Portal/2 would work well in Source 2 because the lighting in those games is very important.
@alichay
@alichay Год назад
I don't know if you've heard of it before or not, but Portal 2: Desolation is a mod that has very similar graphical capabilities. It's S1-based, but they basically rewrote the entire rendering side of the game engine lol
@CatsT.M
@CatsT.M Год назад
I have not heard of that, I will check it out. Thank you.
@kokojack
@kokojack Год назад
The upcoming Portal 1 with RTX looks amazing and proves your point
@ramheader4635
@ramheader4635 Год назад
@@kokojack I was just thinking of this when I saw the comment, great timing
@user-xy3gk1gh9v
@user-xy3gk1gh9v 9 месяцев назад
IT CERTAINTLY CAN
@brainypepper1621
@brainypepper1621 Год назад
Oh my god that indoor parallax cubemap is GORGEOUS.
@weirdassmf
@weirdassmf Год назад
I'm really happy for you that you (now?) finally have a sponsor! I absolutely dig your videos bc I love everything related to Counterstrike. You've got a great sense of humor and you know how to make entertaining Videos. Please keep up the good work, you deserve every like and sub that you have and even more! As one of the greatest philosophers of our time once said: "Keep rollin', rollin', rollin', rolling YEAH" ;)
@mayrln
@mayrln Год назад
valve says that counter strike 2 will be released with the source 2 engine. cant wait for phillip to make a video about it.
@masononemine1702
@masononemine1702 Год назад
This comment only comes out of a place in my heart for you, I absolutely loved this video and damn those Corrected cube maps do look like ray traced reflections however, I almost felt like you did not sell the first example comparison as well as you could have. The Source 2 baked lighting looks really good, it immediately reminded me of the ray tracing shader in Minecraft and that is high praise. Although I have been aware of the fact that Source 1 uses ray tracing to bake the lightning it just never looked like Ray tracing to me, it is very inaccurate and limited however with Source 2 even with its stock settings it looked very convincing, and I dont understand how you thought that just brightening up the Source 1 map made it comparable, that is strange coming from you. Even the most amped up Source 1 test map you shown here looked worse to me compared to what source 2 was providing.
@AJVenom123
@AJVenom123 Год назад
I haven’t been this excited to fuck around with source game mechanics since your first mapping tutorial series. I can’t wait for the eventual CS update
@turtleb01
@turtleb01 Год назад
I've listened to Deep in Thought so much while playing Snowrunner that I don't even associate it with your videos anymore. It's an amazing album.
@project-gladiator
@project-gladiator Год назад
Honestly, Source 1 is still impressive considering it launched in 2003. Source 2 is a general improvement
@project-gladiator
@project-gladiator Год назад
@ordinary name and plays. I imagine that it could have released yesterday and still be praised
@Tommo_
@Tommo_ Год назад
who's here on the march source 2 hype
@coolgamer553
@coolgamer553 Год назад
I'm honestly kinda excited for Source 2 CSGO
@NonTwinBrothers
@NonTwinBrothers Год назад
By the way philip, if you don't know the brighter effect that Source2 has at the beginning is called 'Global Illumination'. And it's pretty much the last hurdle light renderers need to get through to have the standard 'good' lighting
@QueueWithACapitalQ
@QueueWithACapitalQ Год назад
8:11 and it has 10x the file size lol
@iliyalb
@iliyalb Год назад
After watching this video, I feel like watching your Source SDK playlist again. They had a certain charm to them. Great video as always.
@btarg1
@btarg1 Год назад
can't wait for the source 2 tutorials!
@sebus7628
@sebus7628 Год назад
facts
@jenson1896
@jenson1896 Год назад
@@btarg1 Same
@lelordiii8702
@lelordiii8702 10 месяцев назад
This feels like an AD for source 2
@pitchatan
@pitchatan Год назад
PBR materials and higher resolution lightmaps really do wonders to how things look. Just looking at some of the maps and assets created for modern quake ports that support PBR, HDR lightmaps and realtime lighting there is a huuuuge difference even when compared to high resolution texture replacements using the old shader format (or lack thereof).
@CasepbX
@CasepbX Год назад
I really hope Valve makes Source 2 easy for wide use. I would love to see more games on other engines besides UE. Hell I’d love to make a source 2 game as well.
@wantab3648
@wantab3648 Год назад
This has aged like a fine wine
@thennoth2860
@thennoth2860 Год назад
those parallax corrected cubemaps are absolutely beautiful!
@BigCheeseEvie
@BigCheeseEvie Год назад
I keep rewatching your videos, a testament about their quality
@Silverty
@Silverty Год назад
hearing philip swear is just ugh - its painful. its like hearing your primary/elementary teacher swearing
@NR1612
@NR1612 Год назад
I'd be really interested how you can squeeze out more performance from Source 2 vs source 1 and how much different graphics APIs (Vulkan vs DX9) can also pull out when on these two engines.
@No-mq5lw
@No-mq5lw 7 месяцев назад
Not really a contest. Vulkan is so much better. In fact, nowadays it's probably recommended to set up dxvk on Windows whenever you can just because it's that much better. Probably all of CSGO's cpu and single core issues are all DX9 related.
@harcoffe3011
@harcoffe3011 Год назад
What a legend only one ad in the beginning . Your so damn underrated
@PTMG
@PTMG Год назад
You should upload a guide on source 2 map making, or how to get started on it, maybe throw in some mapmaking/lighting etc. tips here and there
@elecarno
@elecarno Год назад
Everyone always asks can source 2? but not how is source 2?
@_pixelatedsilver2a412
@_pixelatedsilver2a412 Год назад
Source 1 compile time bounce lighting can be heavily affected by the $REFLECTIVITY settings in the VMT of the material being hit with a ray, so you can get good results clearing up dark areas by modifying this (it's RGB intensity iirc), perhaps making a duplicate VMT pointing to the same base material but with different reflectivity settings. Or you can just use the old dim floating light entity to mimic what you would expect from a bright light source (e.g Sun) bouncing into a nearby dark tunnel or something. I have to admit, I'm having major trouble understanding how to use Source 2's texturing, and I see some differences in your source 2 version of the map here texture wise I think, too. I'm sure it's much better and more technically "correct" for a modern engine, but I can't seem to hit a groove with it like I can in Source 1. Oh yeah, although CS:GO does have HRTF audio to replace the old surround system\or EAX from older source 1 games, source 2 uses Steam Audio for spatial audio, which I should think would be a lovely audio upgrade in terms of being able to hear exactly where the enemy is around corners. It runs on any OpenCL capable graphics card using Radeon Rays. Regarding volumetrics etc, these could actually AID gameplay. If a player gets in front of a light source, the volumetrics may help define them at distances or with obstacles in the way, I think? Or fog for players HIDING in intentionally in carefully chosen areas of the map. Convincing material surface shaders might also help with player readability regarding what surfaces act in certain ways, for instance things you can shoot through or break. BTW, for those that don't know, be careful decreasing lightmap scale in Source 1. It works by subdividing the face into smaller faces, but overlays have a maximum face limit. You may only have an overlay on one face, but if that face has a low lightmap scale, it is effectively many faces, and may hit the limit of how many overlays are allowed on the brush, getting a somewhat unhelpful error when trying to compile that you can't seem to figure out how to fix. Also, that clip of spyro made me remember how terrible the reignited collection portals are compared to the original. In the original Spyro 1, each portal had a completely separate vertex painting skydome visible only inside the portal frame for the level you were going to. Entering it seamlessly takes the camera inside, loads the level, and has spyro land in the new level without a single fade to black. Reignited just has a blurred cubemap and fades. C'mon, an original playstation with 1MB usable ram did it better :(
@Wheagg
@Wheagg Год назад
Never heard of this light map limit. Source renders many luxels in one tri. You can see this with mat_wireframe 1.
@Wheagg
@Wheagg Год назад
@Гиббон yeah but I don't think luxels are one of them
@dasfl412
@dasfl412 Год назад
7:44 love his eager voice here
@Junkie_XD
@Junkie_XD Год назад
For some reason I forget that I have alredy liked the video while watching it, so when Im realising that I'm really enjoying the video I try to like it once again. I reliked this video 3 times =)
@vincentsuper3369
@vincentsuper3369 Год назад
I really enjoy your informative videos as your explanations really make me feel like I am getting the hang of everything and you've even inspired me to pursue my dreams of creating games when I watched your videos about your games you've made in the past, I also enjoy all the music that's in your videos so I even tried making some of my own, I thought I'd comment this just to show my appreciation as I've been watching you for over 2 years now and I still don't get bored of your content. Keep doing as well as your doing and make sure you enjoy yourself because I enjoy it.
@worldoftancraft
@worldoftancraft Год назад
what's the music at 3:08?
@worldoftancraft
@worldoftancraft Год назад
The main theme of Operation Flashpoint: Cold War Crysis
@big_floppa
@big_floppa Год назад
source 2 is definitely one of the game engines
@1bird_d
@1bird_d Год назад
not sure if you watched the fmpone crash course on s2 but if you make a cube map box that extends to the entire level it fixes the outdoor cube map issue, valve does this in alyx
@omyyer
@omyyer Год назад
I lived in Plymouth for 3 years and it's always nostalgic seeing it show up on this channel
@resurgam_b7
@resurgam_b7 Год назад
It always amazes me how capable S1 is for how old it is. Sure it does show its age pretty clearly in some areas, but on a whole, you can make some quite spectacular maps with it. I feel confident saying that S2 is/will be the better engine, but it is still a testament to the hard work and forethought of the S1 developers that polished and good looking games can still be created with their engine nearly twenty years after it was developed. I think the middle of the video was a perfect length, it gave all the information clearly and provided good, readable examples of the features you were talking about. I don't think it dragged on at all and I was suitably entertained 🙂
@queuedjar4578
@queuedjar4578 Год назад
iirc the first titanfall was still built off of the source engine. Not sure about Titanfall 2 or Apex though.
@markjacobs1086
@markjacobs1086 Год назад
@@queuedjar4578 pretty sure they're also heavily modified Source 1.
@blakeharper5214
@blakeharper5214 Год назад
The problem with updating CS:GO to Source 2 is just the simple fact that it requires more resources. With most every game released, most devs don't really care about making their games playable on old hardware, instead making it pretty, needing it to run on modern hardware. Valve is different. They want the game to still be playable for older and less powerful computers, and the community agrees. The backlash Valve faces every time they visually update a map shows that there's still a part of the community that plays on a decade old Integrated Graphics CPU chipset. Just by the example of the size of the maps and the increased load times, a lot of people using this old hardware will raise a fuss about it, because it will impact their ability to run the game in a playable state. Valve wants this game to be playable by everyone, no matter their set-up. It's one of the reason why CS:GO is still popular to this day. Even a decade old laptop could play this game with a little effort. A lot of people that can't play the new Call of Duty or other Triple-A shooter will play CS:GO instead, making the game continue it's steady and huge player base over the years. Updating to Source 2 would be nice, but the backlash the Valve could get from it just outweigh the benefits of the upgrade. There are still people to this day that complain about Aztec *cough cough*, I mean Ancient, being hard to run for their computers. A great example of this was the downgrades to TF2. Valve intentionally reduced a lot of graphical load, just to make the game more accessible to older hardware. Valve faced a little backlash for it, but the fact that more people being able to play the games, outweighs any outrage by the downgrades.
@dykam
@dykam Год назад
Source 2 doesn't necessarily require more resources, but it might require newer resources. Newer engines tend to do things more efficiently, but then in the product are also tuned to produce much better graphics which increases resource use.
@d0shie
@d0shie Год назад
Your entire comment is also one of the main reasons why Valve said they're hesitant about offering 128 tick official matchmaking servers.
@MaximTsyba
@MaximTsyba Год назад
Good point! I think they're driven mostly by their business interest: when game is playable for more people with old hardware, more people will bring them money by buying skins and using casino cases. This way even poor fellas from developing countries will be interested in doing so. That's why I think Source 2 maps will not differ so much from Source 1 ones, as they will try to keep performance more or less the same.
@landocarnesian
@landocarnesian Год назад
bro your vid made me want s2 even more, omfgggg
@oboeshoesgames
@oboeshoesgames Год назад
This is the last channel I expected to see Hydrophobia gameplay on
@MisterPatato
@MisterPatato Год назад
Let see if this video aged well or not
@TakaoSenpai
@TakaoSenpai Год назад
it did
@user9267
@user9267 Год назад
"Let's look at subtle lighting differences." RU-vid Compression: *How about no.*
@beetheimmortal
@beetheimmortal Год назад
Entropy: Zero 2 makes heavy use of the parallax corrected cubemaps, despite it being a Source 1 mod. And it looks really impressive.
@bbdanny
@bbdanny Год назад
s2 looks awesome. i can't wait to make maps for it
@nse-qo2qb
@nse-qo2qb Год назад
I don't think the performance will be dropped too much on Source 2, since the Source 1 with DX9 is poison the performance of modern hardware so much. For example, when War of Tank introduced the DX11, it almost doubled the FPS when compares with the DX9 version, it shows that how DX9 is inefficient. I think the Source 2 ver. CSGO can be made into having similar performance and visual qualities at lowest setting, while having the best graphics that can match the visual qualities of the modern 3A games at the highest setting, just let the player make the decision. I think it would be nice to see ray tracing on the community maps that doesn't need 300 fps+ for the lowest latency, such as the zombie escape maps.
@Redsword603
@Redsword603 Год назад
The DX9 only the source engine really affects the performance on the games so I can't wait games like CS:GO getting a major performance boost once it can support DX11 or DX12 from Source 2.
@TheLazar876
@TheLazar876 Год назад
considering that most people who play csgo play on older slower rigs (at least in my region), i'm honestly a bit scared for the game. Just imagine all the russians with shit pc's that barely get 30 fps with lowest settings on source 1 trying to run source 2.
@Emil.torsti
@Emil.torsti Год назад
@@TheLazar876 win - win
@TheLazar876
@TheLazar876 Год назад
@@Emil.torsti not really, russians will play even with 10 fps which would ruin the games quality even more
@gregorywhatley9659
@gregorywhatley9659 Год назад
beautiful video with a beautiful run time
@drybrusheverything3034
@drybrusheverything3034 Год назад
Great little spot you made mate.
@kyleevans1123
@kyleevans1123 Год назад
That's Plymouth at 09:16. Nice to see my city being represented in a video! :)
@Shaman5475
@Shaman5475 Год назад
Love you soooo much all the work you put into this... Must take up a lot of your time.... Thankyou. :)
@de-ment
@de-ment Год назад
Holy... Philip you explain the cubemap part so well! I've known what cubemaps were for so long yet the way source 2 tackles it and the entire google earth explanation.. I had no idea.. Seriously, this may be a weird part I'm stuck on yet I'm really impressed.
@wilberforce95
@wilberforce95 Год назад
I was not prepared for the "Floating piss and shit" section of this video.
@lordsylph414
@lordsylph414 Год назад
I absolutely LOVE playing HL2 Sourcemods, Undersell, "the closure" (don't judge me!), Dangerous World, Exit, Exit 2, etc. so much fun was had in those worlds. imagining them in Source 2 makes me all tingly
@plazmasyt
@plazmasyt Год назад
What if we see history repeat itself? Counter Strike started as a Half Life 1 mod, so what if modders do it again, but turn Half Life Alyx into CS:GO 2? We're already seeing people shove Half Life 2 into Alyx, so I think it's only a matter of time before someone tries
@wm1573
@wm1573 Год назад
Nah
@SnrubSource
@SnrubSource Год назад
Not happening unless the code leaks, the sdk is released, or people use facepunch's weird roblox clone in source 2 to do it (sbox)
@AleksWorkshop
@AleksWorkshop Год назад
12:45 Impressive, very nice. Now let's see Paul Allen make a cave.
@britishrailclass4767
@britishrailclass4767 Год назад
a
@cheezkid2689
@cheezkid2689 Год назад
I audibly yelped when the cave transferred from S1 to S2. Absolutely insanely good-looking. S2's graphics are absolutely insanely underrated. I haven't heard enough people talking about just how absurdly good it can look.
@A-G-F-
@A-G-F- Год назад
9:18 little quirks like these make me love this channel so much, its so serious yet so funny.
@rezoN3
@rezoN3 Год назад
13:37 We see what you did there 3kliksphilip, good old leet 1.6 days :)
@snowballeffect7812
@snowballeffect7812 Год назад
I havened made a map in like a decade, but the news at 13:13 sounds like a gd miracle to me. I absolutely HATED trying to find where in the hell I was getting a leak when I was a babby mapper.
@ac-251b37-yNx
@ac-251b37-yNx Год назад
You sound like a decade ago you we're in the womb.
@snowballeffect7812
@snowballeffect7812 Год назад
@@ac-251b37-yNx We are all babby, even now. Just a bunch of naked apes trying to entertain ourselves when we're not worried about surviving.
@Enivoke
@Enivoke Год назад
Not sure if you’d be interested in this idea but, my introduction to you started with SDK tutorials which also got me into mapping and I’ve made successful maps on the workshop for tf2 and csgo. My suggestion is when csgo source 2 finally is out alongside a proper SDK, you can create tutorials for the next generation of mappers in source 2?
@paulbunyangonewild7596
@paulbunyangonewild7596 11 месяцев назад
maaaaaan, i heard from their developer commentary that they also store directional information in the lights too, so they can do fancy things with baked light
@OneMoreDesu
@OneMoreDesu Год назад
Gone are the days where devs are super limited in resources and have to find unique workarounds for low specs. Now it's just bloat.
@askmeaboutsugma
@askmeaboutsugma Год назад
Honestly I think we’re getting incredibly close to having 3D digital environments that are nearly indistinguishable from the real world, and within the average person’s reach. Lighting has been a major hurdle for a long time, along with fluid simulation. We’ve recently seen both make huge leaps and now have very realistic simulations for both, but they require a lot of computing power. Right now it’s down to making those simulations more efficient and making computers more powerful. As process nodes are shrinking we’re getting closer. I’d actually be willing to bet that within my lifetime we’re able to make real-time simulations of entire worlds. Like, “we live in a simulation” kind of stuff.
@fearedjames
@fearedjames Год назад
"making computers more powerful" Sadly we've slowed down hard on hardware for nearly a decade now. Heating is just making CPU's impractical to make smaller.
@ThisBirdHasFlown
@ThisBirdHasFlown Год назад
I've heard that first and last paragraph an endless amount of times.
@amirmirzaei3940
@amirmirzaei3940 Год назад
the cave example was the better one. plus it shows a bit of a charm in source 1
@Eagle_of_Liberty
@Eagle_of_Liberty Год назад
Very good explanation and comparison. Superb content!
@CaveyMoth
@CaveyMoth Год назад
Whoa... Cube-shaped cube maps. That's unexpected.
@RedBigz
@RedBigz 3 месяца назад
this video didnt age well
@mikaisfake
@mikaisfake Год назад
Great comparison Klik, what software do you use to do the image comparisons? Thanks
@dharkbizkit
@dharkbizkit Год назад
when it comes to rendering in games, i always had that disconnect between how things would look in real life, and what you expect it to look like. sometimes, you feel, something looks super right and accurate but since youve never seen this situation for real, you cant say that it does, then you find a rl picture of something similar and you can see, how it really looks and feel "this is wrong" even tho it isnt
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